gaming machines
The gaming machine dynamically adjusts game states to enhance player advantage by identifying winning combinations and managing game value, addressing suboptimal experiences in conventional machines and improving player satisfaction.
Patent Information
- Application Number
- JP2024072402
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-04-26
- Publication Date
- 2025-08-19
- Estimated Expiration
- 2040-11-30
AI Technical Summary
Conventional gaming machines lack mechanisms to dynamically adjust gaming states to enhance player advantage and provide assistance in achieving winning combinations, leading to suboptimal player experience and potential dissatisfaction.
The gaming machine incorporates a determining means to identify winning combinations, an operating means for player interaction, a variable display to show identifying information, and a gaming state control mechanism that transitions to a second state advantageous to the player when specific conditions are met, including a counting mechanism to manage game value differences and terminate the advantageous state based on predefined criteria.
This configuration enhances player engagement by dynamically adjusting game states to favor the player, providing assistance in winning combinations, and managing game value effectively, thereby improving overall gaming experience and player satisfaction.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] An example of this type of gaming machine is a slot machine, and some slot machines have a gaming state called AT (Assist Time) that is advantageous to the player and assists (navigates) the player to achieve small winning combinations or replay combinations. In addition, some such slot machines are known to be controlled to a normal zone when the game state is unfavorable to the player, and to be controlled to an advantageous zone when the game state is favorable to the player (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2017-140311 Summary of the Invention [Problem to be solved by the invention]
[0004] However, conventional gaming machines have room for improvement. [Means for solving the problem]
[0005] In order to solve the above problems, the gaming machine of the present invention comprises: a determining means capable of determining a winning combination; an operating means operable by a player; a variable display means capable of stopping and displaying the variable display of the identifying information in a specific manner when a specific combination is determined by the determining means and the operating means is operated in a specific manner; and a gaming state control means capable of controlling the gaming machine to a second gaming state advantageous to the player when a special condition is established in a first gaming state. a counting means for counting the difference in game value number in the second game state; and an adding means for adding a predetermined difference in game value number to the difference in game value number counted by the counting means when a specific condition is established in the first game state after the special condition is established; The special condition is a condition that can be met when the number of times that the identification information is statically displayed in a specific manner on the variable display means reaches a specific number of times. When the adding means adds a predetermined difference in game value number, the counting means can count an added difference in game value number, which is the difference in game value number after the predetermined difference in game value number is added, in the second game state, and the game state control means can end the second game state when the added difference in game value number reaches a termination difference in game value number in the second game state. The composition was as follows. [Brief explanation of the drawings]
[0006] [Figure 1] FIG. 1 is a view of the gaming machine of the first embodiment as seen from the front side, and is a perspective view showing the internal configuration. [Figure 2] FIG. 2 is a diagram illustrating symbols on a reel according to the first embodiment. [Figure 3] 1 is a block diagram of a gaming machine according to a first embodiment. [Figure 4] 3A to 3C are diagrams illustrating various tables according to the first embodiment. [Figure 5] 3A to 3C are diagrams illustrating various tables according to the first embodiment. [Figure 6] 3A to 3C are diagrams illustrating various tables according to the first embodiment. [Figure 7] 3A to 3C are diagrams illustrating various tables according to the first embodiment. [Figure 8] 3A to 3C are diagrams illustrating various tables according to the first embodiment. [Figure 9] FIG. 1 is a diagram illustrating the transitions between the RT state and the bonus state in the first embodiment, and a diagram illustrating the transitions between the normal zone and the advantageous zone. [Figure 10] FIG. 2 is a diagram illustrating a transition between stages in the first embodiment. [Figure 11] FIG. 10 is a diagram showing the display screen of a normal stage and the display screen of an AT challenge in the first embodiment. [Figure 12] FIG. 10 is a diagram showing a display screen of a pseudo bonus A in the first embodiment. [Figure 13] FIG. 10 is a diagram showing the display screen (lottery method selection) of the pseudo bonus A in the first embodiment. [Figure 14] A figure showing the display screen of pseudo bonus A in the first embodiment (when power outage occurs). [Figure 15] FIG. 10 is a diagram showing the display screen of the pseudo bonus A (lottery method "stable") in the first embodiment. [Figure 16] FIG. 10 is a diagram showing the display screen of the pseudo bonus A (lottery method "turbulence") in the first embodiment. [Figure 17]A figure showing the display screen of the pseudo bonus B, episode stage, difference number management AT stage, and character acquisition specialized zone in the first embodiment. [Figure 18] FIG. 2 is a diagram illustrating EP selection in an episode stage in the first embodiment. [Figure 19] FIG. 2 is a diagram showing a display screen of a battle stage in the first embodiment. [Figure 20] FIG. 2 is a diagram showing a display screen of a battle stage in the first embodiment. [Figure 21] FIG. 2 is a diagram showing a display screen of the battle result announcement stage in the first embodiment. [Figure 22] 4A and 4B are diagrams illustrating the states of endings A and B of the first embodiment in the form of a time chart. [Figure 23] FIG. 2 is a diagram showing the display screen for endings A and B in the first embodiment. [Figure 24] 10 is a diagram illustrating the presentation control when transitioning from a game state other than Ending A to Ending B in the first embodiment. FIG. [Figure 25] A diagram explaining the relationship between ending B and advantageous zones in the first embodiment. [Figure 26] A figure showing the result screen when the advantageous zone ends before reaching the advantageous zone limiter in the first embodiment. [Figure 27] This is a diagram explaining the transition of the display screen when the favorable zone ends due to reaching the favorable zone limiter in the first embodiment. [Figure 28] 10 is a diagram illustrating the states of endings A and B of the second embodiment in the form of a time chart. FIG. [Figure 29] 13 is a diagram showing a payout table and an internal lottery table according to the third embodiment. [Figure 30] FIG. 11 is a state transition diagram of the game state in the third embodiment. [Figure 31] 13 is a diagram showing a mode selection table according to the third embodiment. [Figure 32] 13 is a diagram showing a ceiling game number lottery table of the third embodiment. [Figure 33]13 is a diagram showing a Pt display lottery table according to the third embodiment. [Figure 34] 13 is a diagram showing a quiz option number continuation lottery table according to the third embodiment. [Figure 35] 10 is a diagram showing an additional Pt lottery table according to the third embodiment. [Figure 36] 13 is a diagram showing a Pt specialized stage transition lottery table of the third embodiment. [Figure 37] 11 is a diagram showing a quiz execution lottery table according to the third embodiment. [Figure 38] 11 is a diagram showing a quiz selection table according to the third embodiment. [Figure 39] 10 is a diagram showing an additional Pt lottery table according to the third embodiment. [Figure 40] 13 is a diagram showing a quiz-related effect execution lottery table of the third embodiment. [Figure 41] 13 is a diagram showing a special stage transition lottery table of the third embodiment. [Figure 42] 13 is a diagram showing a privilege awarding lottery table according to the third embodiment. [Figure 43] 13 is a diagram showing a Bernavi right lottery table of the third embodiment. [Figure 44] 13 is a diagram showing a special stage continuation lottery table of the third embodiment. [Figure 45] 10 is a diagram showing an additional difference number lottery table of the third embodiment. [Figure 46] FIG. 11 is a diagram showing an example of a quiz presentation in the third embodiment. [Figure 47] A figure showing an example of the correct answer suggestion effect in the third embodiment. [Figure 48] FIG. 11 is a diagram showing an example of the option subtraction effect in the third embodiment. [Figure 49] FIG. 11 is a diagram showing an example of a quiz presentation in the third embodiment. [Figure 50] A diagram showing the transition of the game state and the display content regarding the continuation of the special stage in the third embodiment. [Figure 51]A diagram showing the transition of the game state and the display content regarding the continuation of the special stage in the third embodiment. [Figure 52] A diagram showing the transition of the game state and the display content regarding the continuation of the special stage in the third embodiment. [Figure 53] A diagram showing the transition of the game state and the display content regarding the continuation of the special stage in the third embodiment. [Figure 54] FIG. 11 is a state transition diagram of the game state in variant example 1 of the third embodiment. [Figure 55] FIG. 10 is a diagram showing the transition of the game state and the display contents regarding the continuation of the special stage in variant example 1 of the third embodiment. [Figure 56] FIG. 10 is a diagram showing the transition of the game state and the display contents regarding the continuation of the special stage in variant example 1 of the third embodiment. [Figure 57] FIG. 10 is a diagram showing the transition of the game state and the display contents regarding the continuation of the special stage in variant example 1 of the third embodiment. [Figure 58] FIG. 10 is a state transition diagram of the game state in variant example 2 of the third embodiment. [Figure 59] 13 is a diagram showing a difference number addition stage transition lottery table of variant example 2 of the third embodiment. [Figure 60] 10 is a diagram showing an additional difference number lottery table of variant example 2 of the third embodiment. [Figure 61] 10 is a diagram showing a trigger-addition stage transition lottery table for variant example 2 of the third embodiment. [Figure 62] 10 is a diagram showing an additional trigger number lottery table of variant example 2 of the third embodiment. [Figure 63] 13 is a diagram showing a scenario lottery table of Modification 2 of the third embodiment. [Figure 64] 13 is a diagram showing a scenario table of a second modified example of the third embodiment. [Figure 65] 10 is a diagram showing a table of added numbers by trigger in variant example 2 of the third embodiment. [Figure 66] FIG. 13 is a diagram showing an example of the presentation of the trigger addition stage in Modification 2 of the third embodiment. [Figure 67]FIG. 13 is a diagram showing an example of the presentation of the trigger addition stage in Modification 2 of the third embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0007] (Embodiment) A preferred embodiment of the present invention will be described with reference to the drawings. (First embodiment) The first embodiment will be described with reference to FIGS. [Configuration of gaming machine 10] The gaming machine 10 is a slot machine installed in an amusement park or the like. As shown in FIG. 1, the gaming machine 10 includes a cabinet 10b having an opening on the front surface, and a front door 10a that opens and closes the opening. As shown in Figures 1 to 3, the gaming machine 10 is equipped with a medal insertion slot 11, BET buttons 12 (12a, 12b, 12c), a start lever 13, stop buttons 15 (15L, 15C, 15R) (stop operation means), advantageous zone lamp 16, a display unit 17, lamps 18, a speaker 19 (output means), reels 20 (20L, 20C, 20R) (variable display means), a drum unit 21, a medal payout device 22, a setting button 24, a main control board 25, and a sub-control board 26.
[0008] The gaming machine 10 is equipped with a memory unit and a control unit provided on the main control board 25 and the sub-control board 26, and is a device capable of various arithmetic processing and various controls, and is included in the concept of a computer. Each memory unit is equipped with a storage device such as a semiconductor memory element that stores programs, information, etc. necessary for the operation of the gaming machine 10. Each control unit is equipped with a CPU, etc. Each control unit realizes various functions of the embodiment by appropriately reading and executing various programs, etc. stored in each memory unit.
[0009] The medal insertion slot 11 is a portion where a player inserts medals (game media). A medal selector 11a (medal detection means) is provided inside the medal insertion slot 11. The medal selector 11a is a sensor or the like that detects medals inserted into the medal insertion slot 11, and outputs a detection signal to a main control unit 25b (described later).
[0010] The BET button 12, the start lever 13, the effect button 14, and the stop buttons 15L, 15C, and 15R are operation units that are operated by the player to play a game. The BET buttons 12a, 12b, and 12c are examples of operating means capable of accepting a player's operation for setting the bet amount. By operating the BET buttons 12a, 12b, and 12c, the bet amount is set to 1, 2, or 3 medals, respectively. In the embodiment, games with bet amounts of 1, 2, and 3 medals are also referred to as 1-BET games, 2-BET games, and 3-BET games, respectively. The start lever 13 receives a tilt operation from the player to spin the reels and start the game. The effect button 14 receives an operation from the player to execute an effect. When the effect button 14 is operated, various effects are executed, such as suggesting and outputting various information.
[0011] The stop buttons 15L, 15C, and 15R are examples of operation means (stop operation means) for performing a stop operation on the reels 20L, 20C, and 20R. The stop buttons 15L, 15C, and 15R are provided corresponding to each of the reels 20L, 20C, and 20R, and can accept an operation to stop the symbols being displayed variably. The stop buttons 15L, 15C, and 15R become operable to be pressed, for example, when a light-emitting means such as an LED built into each button lights up.
[0012] The advantageous zone lamp 16 is controlled to light up while the player is in an advantageous zone (described later). Note that the gaming machine 10 may control, instead of the advantageous zone lamp 16, to light up the "dot" portion of a 7-segment display (also called "7-seg") that constitutes a payout number display unit that displays the number of medals paid out, for example. The display unit 17, lamp 18, speaker 19, etc. can be used as notification means, presentation means, etc. by outputting various information. The display unit 17 is a liquid crystal display device or the like. The display unit 17 displays various effects using images, various information related to the game, etc. As will be described later, the display unit 17 also navigates (informs) the operation order of the stop buttons 15L, 15C, and 15R by displaying push order navigations 30L, 30C, and 30R. The lamp 18 and the speaker 19 produce effects such as light emission and sound. The speaker 19 also navigates the operation order of the stop buttons 15L, 15C, and 15R in the same manner as the push order navigation 30L, 30C, and 30R on the display unit 17.
[0013] The reels 20 (20L, 20C, 20R) are an example of variable display means (identification information display means) that variably display symbols (identification information). A plurality of (for example, 20) symbols are displayed on the periphery of each of the reels 20L, 20C, and 20R. As shown in FIG. 2, the types of symbols include, for example, "watermelon," "cherry," "bell," "blue 7 (blue letter 7)," and "white 7 (white letter 7)." The drum unit 21 is a device that rotates the reels 20L, 20C, and 20R and is provided inside the housing 10b. In the above-described embodiment, some of the symbols on the circumferential surfaces of the rotationally driven reels 20L, 20C, and 20R are visible through the window portion on the front surface of the front door 10a, and the symbols are displayed in a variable manner. The form of the variable display means is not limited to this, and for example, the number of symbols on the periphery may be other than 20. Furthermore, the form of the variable display means may not be a mechanical reel, but may be a form in which symbols are displayed on a liquid crystal display device or the like. The medal payout device 22 is a device that pays out medals stored in a hopper 22a to a medal payout opening 22b.
[0014] The setting button 24 functions as a probability setting means (setting means) and is used to select and set the winning probability of each winning role (i.e., setting the degree of advantage in the game) from multiple probability values (setting values) by accepting a selection operation from the manager of the game center, etc.
[0015] As shown in Figure 3, the main control board 25, the medal selector 11a, the BET button 12, the start lever 13, the stop button 15, the advantageous zone lamp 16, the drum unit 21, the medal payout device 22 and the setting button 24 are connected by a communication cable and are capable of communication. The main control board 25 includes a storage unit 25a (storage means) and a main control unit 25b. The storage unit 25a stores various information such as game programs relating to games and tables for carrying out various lotteries (see FIGS. 4 to 8).
[0016] The main control unit 25b operates according to the program stored in the storage unit 25a, and thereby performs processes related to the progress of the game on the gaming machine 10. In addition, the main control unit 25b realizes game play on the gaming machine 10 by controlling game progress processing involving internal lottery processing, management of various information stored in the memory unit 25a, and devices such as the medal payout device 22, in response to the operation of operating units such as the start lever 13. The detailed processing of the main control unit 25b will be described later.
[0017] The sub-control board 26 is connected to the display unit 17, the lamp 18, and the speaker 19 by a communication cable, and is capable of communicating with them. The sub-control board 26 includes a storage unit 26a and a sub-control unit 26b. The storage unit 26a stores various information such as game programs relating to games. The sub-controller 26b processes and controls effects synchronized with play on the gaming machine 10 based on information transmitted unidirectionally from the main controller 25b of the main control board 25. The sub-controller 26b controls the display unit 17, lamps 18, speakers 19, etc. to produce effects such as video output, lamp illumination, and fanfare sound output. These outputs and effects include, for example, those that notify the transition of game states, and those that correspond to each game state. The detailed processing of the sub-controller 26b will be described later.
[0018] 4 to 8 are diagrams for explaining various tables in the first embodiment. These tables are stored in the memory unit 25a of the main control board 25, but some tables (such as the push order display pattern table 35) may be appropriately modified so that they are stored in the memory unit 26a of the sub-control board 26. (Odds of winning) The internal lottery table 31a and the payout table 31b shown in FIGS. 4 and 5 are referred to when a 3-BET game is executed, and the internal lottery table 32a and the payout table 32b are referred to when a 2-BET game is executed. The internal lottery tables 31a and 32a define the winning probability of each winning combination in each game. The internal lottery tables 31a and 32a store each winning combination in association with the winning probability. The internal lottery tables 31a and 32a have information corresponding to settings 1 to 6. The lowest setting is setting 1, and the highest setting is setting 6. The higher the setting, the more advantageous it is for the player. The setting may be five or less stages or seven or more stages, and the allocation rates of the various winning combinations may be the same for some or all of them, or may be different. The payout tables 31b and 32b store the combinations of symbols that will stop in each game and the number of medals to be paid out in association with each other. Details of the other tables and games played on each table will be described later.
[0019] [Basic operation of gaming machine 10] The main control unit 25b of the main control board 25 and the sub-control unit 26b of the sub-control board 26 perform the basic operations of the game as follows. At the start of each game (in the embodiment, also referred to as the game in question or the current game), the bet number is set using medals (including credit medals). The bet number can be set by inserting medals directly into the medal insertion slot 11, or by pressing the BET button 12, or the like.
[0020] In the method of inserting medals into the medal insertion slot 11, a predetermined number of bets corresponding to the number of inserted medals (however, the upper limit of the bets is "3" corresponding to three medals) is set. In the method using the BET button 12, when the BET buttons 12a, 12b, and 12c are operated, one, two, and three medals are subtracted from the credit medals, respectively, and the subtracted amount is set as the bet amount. The credit medals are added by inserting medals into the medal insertion slot 11 or winning, and for example, up to 50 medals can be credited (stored) as internal data.
[0021] The bet amount set by inserting a medal or operating the BET button 12 is stored in the storage unit 25a. When the bet amount reaches a predetermined number, the game is ready to start with the right to play one game.
[0022] In the above-described game startable state, operation of the start lever 13 is valid. When the start lever 13 is tilted (game start operation) in this valid state, the game starts. In the embodiment, operating the start lever 13 in this valid state is also referred to as "lever operation." In response to the lever operation, the reels 20L, 20C, and 20R start to move, and an internal lottery process is executed to determine in advance the lottery result for the current game from among multiple winning combinations (including losing combinations), such as replay combinations and small combinations, before the reels 20L, 20C, and 20R stop. As a result, the main control unit 25b determines whether or not to award game value (e.g., game media) by internal lottery (game value awarding means). In the internal lottery process, a winning combination for the current game is determined by lottery from among a plurality of winning combinations based on a predetermined probability of winning (winning combination determining means). In the embodiment, the internal lottery process is completed before the reels 20L, 20C, and 20R reach a steady rotation, but may be completed before the reels 20L, 20C, and 20R start to rotate.
[0023] The reels 20L, 20C, and 20R gradually increase their rotation speed from a stopped state and then reach a steady state where they rotate at a constant speed. When the reels reach this steady state, the stop buttons 15L, 15C, and 15R provided corresponding to the reels 20L, 20C, and 20R become operable (the stop button operation is enabled). In this state, when each of the stop buttons 15L, 15C, and 15R is pressed, the reels 20L, 20C, and 20R are controlled to stop with a combination of symbols that is allowed based on the timing of the operation and the result of the internal lottery process.
[0024] In the embodiment, when the three stop buttons 15 are operated once each, a total of three times, to stop the three reels 20, the operated buttons are referred to as the first stop button, the second stop button, and the third stop button in the order of operation, and the reels 20 stopped by the first stop button, the second stop button, and the third stop button are referred to as the first reel, the second reel, and the third reel, respectively. Furthermore, the stop operation of each stop button by the player to stop the first reel, the second reel, and the third reel is also referred to as the first reel stop operation, the second reel stop operation, and the third reel stop operation. Furthermore, the time after it is detected that the player's finger or the like has been released from the stop button operated to stop the first reel, the second reel, and the third reel is also referred to as after the first reel stop operation, after the second reel stop operation, and after the third reel stop operation, respectively.
[0025] After the third reel is stopped, the combination of symbols that have stopped on the winning line is judged, and if it is a predetermined combination of symbols, it is judged to be a winning combination, and a game value according to the combination of symbols is awarded.
[0026] As an example of the game value, when a combination of symbols corresponding to a small prize stops, a small prize is determined to have been won, and the medal payout device 22 is driven and controlled to pay out a predetermined number of medals to the medal payout outlet 22b (see payout tables 31b and 32b in Figures 4 and 5). The payout of medals can be configured so that only the amount exceeding the upper limit of credit medals is paid out, but it can also be configured so that medals corresponding to a winning prize are paid out each time a prize is won by operating a predetermined button or the like in advance.
[0027] In the stopped state, three consecutive symbols displayed in the vertical direction on each of the reels 20L, 20C, and 20R are stopped (also called "stopped display") so as to be visible from outside the machine. As a result, the main control unit 25b controls the variable displayed symbols so as to be stopped in a manner based on the determination result of the internal lottery. Then, the main control unit 25b determines whether or not a win has been made based on the stop display mode at this time. The main control unit 25b determines whether a win has been made based on the combination of symbols that have stopped on the winning line in the middle row (the center of the three symbols that are successive in the vertical direction). Note that the winning lines are not limited to this, and may be, for example, five lines in total, including three lines in the upper, middle, and lower rows and two diagonal lines, or any one or more of these five lines.
[0028] (Winning role) The winning combination includes, for example, a "small combination," a "replay combination," a "bonus combination," and the like. The combination of symbols corresponding to the "small winning combination" is, for example, a bell combination, a rare combination, a chance combination, a losing combination, and the like. The symbol combination corresponding to the "Bell Role" is "Bell, Bell, Bell" in the order of "Reel 20L (left), Reel 20C (center), Reel 20R (right)" on the winning line. Furthermore, the "bell role" includes "common bell role" and "push order bell role 1 to 6". When you win the "Common Bell Role", the combination of symbols will be aligned regardless of the push order. When you win one of the "Push Order Bell Roles 1 to 6 (described below)", the combination of symbols will be aligned by following the push order.
[0029] The rare combinations are Cherry and Watermelon. The symbol combination for Cherry is "Cherry-ANY-ANY" (where ANY is any symbol), and the symbol combination for Watermelon is "Watermelon-Watermelon-Watermelon." In a game in which a rare combination is won, the sub-controller 26b displays an image of a symbol corresponding to the rare combination or an image suggesting the symbol on the display unit 17. The player performs an operation involving eye-pressing in accordance with this display, that is, stops the reels 20L, 20C, and 20R at the timing when the same symbol as that displayed on the display unit 17 stops on the winning line. In response to this stop operation, the main controller 25b stops and displays the symbol combination corresponding to the winning combination. The symbol combination for "Chance Eye Role" is "Bell, Watermelon, Watermelon", etc.
[0030] When a combination of symbols corresponding to the "replay role" stops, a replay win is determined, and the player can play the next game without inserting medals, i.e., without spending medals. The combination of symbols that corresponds to the "replay role" is "replay replay replay" (normal replay), etc. The bonus combination (replay combination and bonus combination) includes bonus combinations 1 and 2. The symbol combination corresponding to "Bonus Role 1" is "White 7, Cherry, Blank", etc. The symbol combination corresponding to "Bonus Role 2" is "Blue 7, Cherry, Blank", etc. When this symbol combination stops, the game state transitions to the bonus state. Details of the bonus state will be explained later.
[0031] (Push order) The pressing order is the order in which the stop buttons 15L, 15C, and 15R are operated. In this embodiment, the winning combinations associated with the push order include push order bell combinations 1 to 6. As described below, when the result of the internal lottery determination is that the push order is Bell role 1 to 6 and the operation manner of the stop buttons 15L, 15C, and 15R is in accordance with the push order, the main control unit 25b executes control to stop and display the patterns in the "Bell Bell Bell" combination corresponding to the Bell role.
[0032] When "Push Order Bell Role 1 to 6" is won in the AT state (described later), the sub-controller 26b controls the display unit 17 and the speaker 19 to notify the player of the push order. For example, if the winning role is "Push Order Bell Role 1," the push order notification is made by displaying "1," "2," and "3" push order navigations 30L, 30C, and 30R in order from left to right on the display unit 17 (see FIG. 1(A)), and outputting sounds of "left," "middle," and "right" from the speaker 19 to notify the player of the operation order of the stop buttons 15, "15L → 15C → 15R." In this way, the display unit 17 and the speaker 19 output information (specific information) relating to the operation order of the stop buttons 15L, 15C, and 15R. In addition to or instead of the display unit 17 and the speaker 19, a lamp or the like may be provided that lights up in the order in which the stop buttons 15L, 15C, and 15R are operated.
[0033] When the player operates the stop button 15 in accordance with this navigation, the combination of symbols corresponding to "Push Order Bell Role 1" is displayed in a stopped state, and the player is awarded game value (payout of a specified number of medals, transition to a game state, etc.). On the other hand, when the "Push Order Bell Role 1-6" is won, if the stop button 15 is operated without following the push order, the combination of symbols corresponding to the "Push Order Bell Role 1-6" will not be stopped. Although a detailed explanation will be omitted, in the embodiment, when such an operation of missing the bell is performed, a predetermined combination of symbols is stopped and displayed, and one medal is paid out.
[0034] [Game flow of gaming machine 10] An example of the flow of a game on the gaming machine 10 of the embodiment will be described. The main control unit 25b of the main control board 25 and the sub-control unit 26b of the sub-control board 26 can control the gaming machine 10 to multiple gaming states, and perform various processes in each gaming state, control of transitions between gaming states (also referred to as "transitions" in the embodiment), etc. as follows. Unless otherwise specified below, the transition from one gaming state to another basically occurs after the third reel is stopped in the game in which the transition condition is met. However, this is not limited to this, and the transition may occur from the next game after the transition condition is met.
[0035] (RT state, bonus state) As shown in Figure 9 (A), the game state is controlled to be able to transition between the RT0 state, the RT1 state (bonus transition waiting state), and the bonus state. In this embodiment, there are two RT states, but there may be one or three or more. The RT state and the bonus state are the basic gaming states of the gaming machine 10. RT is an abbreviation for replay time. The RT state in this embodiment has an RT0 state and an RT1 state in which the winning probability of a replay role is determined. As shown in the internal lottery tables 31a and 32a in Figures 4 and 5, the bonus roles that can be won in the RT0 state are different in a 3-BET game and a 2-BET game. That is, in the RT0 state, of the two bonus roles, only the bonus role 1 can be won in a 3-BET game, while only the bonus role 2 can be won in a 2-BET game. The bonus state is a gaming state in which, for example, only the common bell role is won.
[0036] RT0 is controlled after resetting the settings, clearing the RAM, etc. The transition from the RT0 state to the RT1 state occurs when the bonus role 1 is won in the 3-bet game or the bonus role 2 is won in the 2-bet game. For this reason, the RT1 state has two states: a state in which the bonus combination 1 is internally won, and a state in which the bonus combination 2 is internally won. In the RT1 state, when you have internally won Bonus Role 1, by placing a 3BET, if the combination of symbols corresponding to Bonus Role 1, "White 7, Cherry, Blank", stops (Bonus Role 1 win), you will transition to Bonus State 1. On the other hand, when you are in RT1 state and have internally won Bonus Role 2, by placing a 2BET, if the combination of symbols corresponding to Bonus Role 2, "Blue 7, Cherry, Blank", stops (Bonus Role 2 win), you will transition to Bonus State 2. In addition, if the bonus role 2 is internally won during the RT1 state and the push order bell role is won during the AT state (described later), the combination of symbols corresponding to the bell role will be stopped by stopping the machine according to the push order. Also, if the stop operation is performed without following the push order when the push order bell role is won, a predetermined combination of symbols corresponding to the spilled number will be stopped and one medal will be paid out.
[0037] A transition from Bonus State 1 to RT0 state occurs when the conditions for ending Bonus State 1 are met while in Bonus State 1. The condition for ending Bonus State 1 is that the number of medals paid out exceeds 40. While in Bonus State 1, only the common bell role can be won in a 3-BET game. Therefore, if six 3-BET games are played, 48 medals (8 medals paid out x 6 times) will be paid out, and the game will transition to RT0 state. A transition from Bonus State 2 to RT0 state occurs when the conditions for ending Bonus State 2 are met while in Bonus State 2. The condition for ending Bonus State 2 is that the number of medals paid out exceeds five. While in Bonus State 2, only the common bell role can be won in a 2-bet game. Therefore, if three 2-bet games are played, six medals will be paid out (two medals paid out x three times), and the game will transition to RT0 state.
[0038] By the above process, the gaming machine 10 is basically designed to play a game in the RT1 state when an internal win is made for the bonus role 2. That is, even if a transition to the bonus state 1 or 2 occurs, the expectation of an increase in the number of medals acquired is low, so players usually do not play with the aim of transitioning to the bonus state 1 or 2. The gaming machine 10 is also intended to be operated in such a way that, before the store opens, a store clerk or the like places a 2-bet game while in the RT0 state, and the machine is prepared in a state where an internal win for the bonus role 2 occurs in the RT1 state. Even in this state, the player does not aim to win the bonus role 2, which is unlikely to increase the number of medals won. As will be described later, the gaming machine 10 is designed so that the game progresses at each stage and further transitions between stages by placing a 3-bet game while in the RT1 state and an internal win for the bonus role 2 occurs. Therefore, the gaming machine 10 basically has a game feature of allowing a player to play a game in the RT1 state when an internal win has been made on the bonus role 2, without winning the bonus role 1.
[0039] (Normal section, advantageous section) As shown in Figure 9(B), the gaming zone of the gaming machine 10 has a normal zone and an advantageous zone. A detailed description of each stage shown in Figure 9(B) will be given later. The normal section is the play section during the normal stage and result stage. In this case, the normal stage is the play after changing the setting, after replaying the same setting, after clearing the RAM, and after the end of the AT challenge.
[0040] The advantageous zone is the normal stage after transition from the normal zone (i.e., the game state can transition from the normal zone to the advantageous zone while remaining in the normal stage), and the game zone while remaining in the AT state after transition from the normal stage. The condition for transitioning from the normal zone to the advantageous zone is that, while in the normal zone, a role other than a losing role is won while in RT1 state (while carrying over the bonus role 2 that is won when playing 2BET). If a role other than a losing role is won, the game will transition from the normal zone to the advantageous zone after the third reel of the winning game is stopped.
[0041] In the AT state, you first stay in the AT challenge, and while you are in the AT challenge, a lottery to move to the pseudo-bonus is held. If you do not win the lottery to move to the pseudo-bonus, you will move to the normal stage, which is the normal section.
[0042] After the transition to the game state after the pseudo bonus, the game transitions to the normal stage, which is an advantageous zone, via the result stage. Therefore, the conditions for transitioning from the advantageous zone to the normal zone are that the player does not win the lottery to transition to the pseudo-bonus while in the AT challenge, or that the player transitions to the game state after the pseudo-bonus and then transitions to the result stage. In addition, even if the player does not win the lottery to transition from the AT challenge to the pseudo bonus, the player may transition to the normal stage, which is an advantageous zone, by passing through a stage similar to the result stage, etc.
[0043] (Game-related counters) As shown in FIG. 6, the main control unit 25b counts the game results and stores the following counter information in the counter table 33. Counter A1: Count value of the number of games in the advantageous zone Counter B1: Count value of the number of coins won (difference in number of coins) during the advantageous period Counter A2: Count value of the number of games played in the 3BET mode during the advantageous zone Counter B2: Count value of the number of coins won (difference in number of coins) in 3BET play during the advantageous zone
[0044] That is, the counters A1 and B1 are counters related to the advantageous zone limiter (the upper limit number of games in the advantageous zone). When the value indicated by the counter A1 reaches 1500 or the value indicated by the counter B1 reaches 2400, the main control unit 25b forcibly ends the advantageous zone. Counters A2 and B2 are counters for game information related to a 3-BET game. The main control unit 25b transitions to ending B when the value indicated by counter A2 reaches 1460 or the value indicated by counter B2 reaches 2220. As will be explained in more detail later, the number of games played during Ending B is 31G, and the maximum number of coins that can be won is 155. Therefore, if a 3BET game is played in the advantageous zone, the advantageous zone will end before the advantageous zone limiter is reached. The gaming machine 10 is designed to allow such 3BET games to be played.
[0045] Although detailed explanation will be omitted, the gaming machine 10 is equipped with multiple types of counters that are updated as the game progresses (such as a counter that manages the number of games currently in the AT stage (described later), a counter that manages the difference in the number of coins in the difference number management stage, and a counter that manages the number of STs (described later)). These counters are updated when a 3-bet game is played, but are controlled not to be updated when a 2-bet game is played. This prevents the gaming machine 10 from progressing in an AT-related game with a bet of less than 3 coins.
[0046] (Non-AT state, AT state) AT is an abbreviation for Assist Time. In the AT state, when the push order bell combinations 1 to 6 are won, the operation order of the stop buttons 15L, 15C, and 15R is announced, and the game assists the winning of the push order bell combination. Therefore, during the AT state, the balls are dispensed faster than during non-AT states. In the non-AT state, even if the lottery result of each game is the push order bell role 1 to 6, the push order of the stop buttons 15L, 15C, and 15R is not announced. Therefore, it is basically difficult for the player to stop and display the combination of symbols corresponding to the push order bell role. Therefore, the playability of the gaming machine 10 is basically such that the player can increase the number of balls that are dispensed by staying in the AT state for a long time.
[0047] (Details of each stage) Each stage will be described in detail with reference to FIGS. 10 to 27. In the embodiment, characters used in the effects of the game are also referred to simply as "characters" (for example, a support character is referred to as a "support character"), and the number of games played is also referred to as "G". Here, the main control unit 25b can independently control the transition between the normal zone and the advantageous zone, the transition between the RT0 state, the RT1 state, and the bonus state, and the transition between the stages shown in Fig. 10. However, as described above, the game in this embodiment is basically played in the RT1 state, and therefore the game in each stage is basically played while staying in the RT1 state.
[0048] As shown in FIG. 10, the game state is broadly divided into a normal stage, an AT stage, and a result stage. The normal stage and result stage are controlled by non-AT. Therefore, while staying in these stages, it is difficult for the player to increase the number of medals they earn. Also, since the normal stage remains until it transitions to the AT challenge, the longer the player remains in the normal stage, the longer the period during which it is difficult for the player to increase medals, which is disadvantageous for the player.
[0049] The AT stage is further divided into many stages. Of these stages, only the battle stage is partially controlled by the AT, while the other stages are controlled by the AT. Therefore, while staying in the AT stage, medals tend to increase, which is advantageous for the player. Therefore, players will play with the aim of transitioning from the normal stage to the AT stage, and also with the aim of staying in the AT stage for as long as possible after the transition. Note that the processes related to the game progress in each AT stage (for example, the lottery process for acquiring a support character, the lottery for adding the difference in number of coins, etc., which will be described later) are executed only with 3BET play. Therefore, the gaming machine 10 can encourage the player to play the game with 3BET play.
[0050] The transition control of the gaming state is not limited to the mode shown in FIG. 10, and may be changed as appropriate. (Normal stage) The normal stage is played with a predetermined number of cycle games (for example, any of 30 to 70 G) as one cycle. During the normal stage, after the transition to the advantageous zone, the game basically proceeds in the following order: "1st cycle → cycle judge → 2nd cycle → cycle judge... → 10th cycle → cycle judge." As shown in Fig. 11(A), the display unit 17 displays information about the cycle. The transition from the normal stage to the AT Challenge is possible if one of the following three conditions is met: Winning the AT lottery Reach the 10th cycle judge The number of games consumed in the advantageous zone in 3BET play (counter A2 count value) reaches 700G.
[0051] Explain about the AT lottery. The AT lottery is held after the end of each cycle. The more points (Pt) accumulated during each cycle and the higher the setting, the higher the probability of winning the AT lottery. Note that there is no need to set a difference in the winning probability. As shown in FIG. 11(A), the display unit 17 displays information about the points acquired. After each cycle ends, a periodic judgment effect is executed for a predetermined number of games (for example, 10G). The result of the AT lottery is displayed on the display unit 17 in the final game of the periodic judgment effect.
[0052] Pt is awarded to the player (that is, stored in the storage unit) as follows. During each cycle of the normal stage, when a rare combination is won (which may include when a chance combination is won), a lottery is held to transition to the Pt-specialized zone. If this transition lottery is won, the game state transitions to the Pt-specialized zone. Pts are awarded to the player while playing in the Pt-specialized zone, for example, each time a rare combination is won. The Pt-specialized zone continues for a predetermined number of games (for example, 5 games), and after the Pt-specialized zone ends, the state returns to the state before transitioning to the Pt-specialized zone. While staying in the Pt specialized zone, the number of periodic games is not subtracted, but it may be subtracted.
[0053] (Common Stock) While staying in the normal stage, the main control unit 25b executes a common stock lottery at the start of each cycle. The winning probability is constant throughout the cycle (for example, 10%), but is not limited to this. For example, in a specific cycle (for example, the fifth cycle), there is a 30% probability of winning the common stock lottery, and in other cycles there is a 10% probability of winning the common stock lottery. As shown in FIG. 11(A), the display unit 17 displays information on whether or not there is a common stock. If the common stock is not consumed, it will be carried over to the next stage (i.e., across game states).
[0054] While in the normal stage, the common stock is consumed if the periodic judgement fails (i.e., at the end of the final game of the periodic judgement of the period in which the AT lottery was not won). By consuming the common stock, the points acquired in the current period are carried over to the next period. Therefore, the probability of success in the periodic judgement of the next period (i.e., the probability of winning the AT lottery) is improved compared to the previous period. If the periodic judge is successful without consuming the common stock, the common stock will be carried over to the AT challenge and thereafter, and will be consumed in the AT challenge or converted into a different type of stock, such as a revived character (described below). The form of managing the common stock is not limited, and for example, both the main control board 25 and the sub-control board 26 may convert the type of common stock. Also, the main control board 25 may manage the number of owned common stocks, and the sub-control board 26 may convert the type of common stock (i.e., convert the name of the common stock, control how it is used, etc.).
[0055] In this way, the gaming machine 10 of this embodiment can carry over the common stock (right) acquired in the normal stage to the subsequent stage, so that the stock can be prevented from disappearing based on the stage transition, and a decline in interest can be prevented. Furthermore, the gaming machine 10 can consume the carried-over stock in other game states (AT challenge, battle stage, etc., described later), so that interest can be increased. In contrast to this, in conventional gaming machines, the stock disappears based on the transition of the gaming state, which can sometimes reduce interest.
[0056] (AT Challenge) The AT Challenge transitions from the normal stage and continues for 15G. As will be described later, the AT Challenge may be executed again by consuming the common stock. As shown in Figure 11 (B), the display unit 17 displays information on whether or not there is a common stock. By transitioning from the normal stage to the AT challenge, the player is controlled in the AT state while in the AT challenge. When transitioning to the AT challenge, reel 20 is controlled so that "BAR·BAR·BAR" automatically stops in the game following the game that ends the normal stage (not shown). The destination from the AT Challenge is either the normal stage, pseudo bonus A, or pseudo bonus B.
[0057] The main control unit 25b executes a lottery for transition to pseudo bonuses A and B at the start of the AT challenge (at the first lever operation after transition to the AT challenge). If you do not win this transition lottery, you will move to the normal stage after 15 games. On the other hand, if the player wins this transition lottery, the game will transition to Pseudo Bonus A or B after 15 games. Furthermore, if the transition to Pseudo Bonus A or B is confirmed, the game state will basically be confirmed to transition to the Battle Stage, so the game will remain in the AT state for a long period of time. For this reason, in order to win a large number of medals, the player will first play with the aim of winning the transition lottery to Pseudo Bonus A or B.
[0058] The probability of winning the lottery to transition to Pseudo Bonus A or B increases with the setting, for example, 35% for settings 1 and 2, 40% for setting 3, 45% for settings 4 and 5, and 50% for setting 6. When a pseudo bonus is won, there is an 80% chance of transitioning to Pseudo Bonus A, and the remaining 20% chance of transitioning to Pseudo Bonus B, but other transition rates are also possible.
[0059] As shown in Fig. 11(B), during the AT challenge, the expectation level of pseudo bonus transition is displayed on the display unit 17 to create a sense of expectation for the pseudo bonus. The main control unit 25b controls the expectation level of pseudo bonus transition so that it is more likely to be higher when the pseudo bonus is won than when it is not won.
[0060] Furthermore, even if the result of the transition lottery at the start of the AT challenge is a non-win, an overwrite lottery will be executed based on the winning of a rare role while the player is in the AT challenge. In other words, even if the result of the transition lottery at the start of the AT challenge is a non-win, if the overwrite lottery during the AT challenge is won, the lottery result will be overwritten from a non-win to a win. Therefore, the player can always play with a sense of anticipation while they are in the AT challenge.
[0061] If the game does not transition to the pseudo bonus at the end of the AT challenge and the player has common stocks (i.e., common stocks are stored in the memory unit), the main control unit 25b executes the pseudo bonus transition lottery again.Then, the main control unit 25b notifies the player of the lottery results by executing one set of AT challenge.In other words, if the game does not transition to the pseudo bonus and the player has common stocks, the main control unit 25b executes the AT challenge again.
[0062] In addition, the main control unit 25b makes the winning probability of the transition lottery to pseudo bonuses A and B at the start of the AT challenge higher when the common stock is consumed and the AT challenge is executed again than when the transition to the AT challenge is made via a periodic judgement while staying in the normal stage. For example, the winning probability when the common stock is consumed is 55% for setting 1, 60% for setting 3, 65% for settings 4 and 5, and 70% for setting 6. However, the winning probability is not limited to this, and may be the same for both, for example. In this way, the common stocks acquired in the normal stage are carried over to the AT challenge and consumed in a manner advantageous to the player. If you win the lottery to move to the pseudo-bonus without consuming your common stock, your common stock will be carried over from the AT Challenge to the Battle Stage, which will be described later. In this case, your common stock will be converted into the form of a revival character, one of the support characters. Details of the support character will be described later.
[0063] (Pseudo Bonus A) Pseudo Bonus A is a stage consisting of one set of 4G. While in Pseudo Bonus A, you have the chance to add the difference in the number of sheets in the difference number management AT stage described below. The transition from Pseudo Bonus A is to the Episode Stage.
[0064] As mentioned above, the transition to Pseudo Bonus A occurs when Pseudo Bonus A is won in the AT Challenge. When Pseudo Bonus A is won, reel 20 is controlled so that an automatic stop of "Blue 7, Blue 7, Blue 7" occurs in the game following the game that ends the AT Challenge (not shown).
[0065] As shown in FIG. 12(A) and other figures, when the player owns a revived character, the display unit 17 displays the ownership information. In the games after the S7 combination game, the display unit 17 continues to display the standby screen until the push order bell role is won. In the game in which the push order bell role is won, the player can select the lottery method for the number of continuation sets of the pseudo bonus A by operating the stop button 15 as follows.
[0066] (Push order navigation for Pseudo Bonus A) The method for drawing lots for the number of continuing sets will be explained. The set number lottery table 34 shown in FIG. 6 is a table for determining the number of sets during the pseudo bonus A stay. The set number lottery table 34 stores the number of sets, the stable winning probability, and the turbulent winning probability in association with each other. The number of sets is set to 1, 2, 3, 4, 5, 10, 16, or 32. The highest stable winning probability is 2 or 3 sets, at 84 / 256 each. Next are 3 or 4 sets, at 34 / 256 each. The highest set numbers, 16 and 32, have the lowest winning probability, at 1 / 256 each. The lowest set number, 16, has the lowest winning probability, at 1 / 256 each. The lowest set number, 1, has a relatively low winning probability, at 10 / 256. In this way, the stable winning probability is set so that sets 2 to 5 are stable winning numbers, although it is difficult to win with a large number of sets or the minimum number of sets.
[0067] The highest probability of winning for a turbulent lottery is 1 set, the minimum number of sets, at 230 / 256, which is extremely high. The lowest probability of winning for a turbulent lottery is 16 or 32 sets, at 13 / 256, but these are still significantly higher than the stable probability of winning (1 / 256). Other set numbers do not result in a win (0 / 256 probability of winning). While the probability of winning for a turbulent lottery is set so that a higher number of sets makes it easier to win than a stable lottery, if you do not win, only 1 set will be a win, and the probability of this is extremely high.
[0068] Therefore, if the player selects "Stable," the number of sets in the pseudo bonus A is determined based on an allocation rate that makes it more likely that two or more sets will be selected, but makes it less likely that 16 or more sets will be selected. On the other hand, if the player selects "Unpredictable," the number of sets in the pseudo bonus A is determined based on an allocation rate that makes it more likely that one set will be selected, but makes it more likely that 16 or more sets will be selected than in "Stable."
[0069] The push order display pattern table 35 shown in FIG. 6 stores the push order bell combination type, push order display pattern, payout number, and lottery method ("stable" and "turbulent") in association with each other. The push order display pattern is the display mode of the push order navigation 30L, 30C, 30R on the display unit 17 when the push order bell role is won. The push order display pattern displays only the operation order of the first stop button of the winning push order bell role, and for the remaining two second and third stop buttons, it is set to display "stable" and "turbulent" from left to right regardless of the operation order. In other words, when the first stop button for the push order bell role is stop button 15L (left) (i.e., "left → center → right" or "left → right → center"), the push order display pattern is "1 / stable / turbulent". When the first stop button for the push order bell role is stop button 15C (center) (i.e., "center → left → right" or "center → right → left"), the push order display pattern is "stable / 1 / turbulent". When the first stop button for the push order bell role is stop button 15R (right) (i.e., "right → left → center" or "right → center → left"), the push order display pattern is "stable / turbulent / 1".
[0070] As shown in Figures 12(B) and 12(C), when the push order bell role is won, the control units 25b and 26b display a push order notification screen and then display a selection operation acceptance screen on the display unit 17. The push order notification screen displays a push order display pattern based on the push order display pattern table 35. In other words, the push order notification screen displays foreground navigation 51 (51a, 51b, 51c). The term "foreground" is used to distinguish between the foreground navigation 51 and the background navigation 52 described later. The foreground navigation 51 has a first stop button pressing order navigation 51a and selection navigations 51b, 51b that navigate the selection of the lottery method "stable" or "turbulent." That is, the foreground navigations 51a, 51b, 51c respectively display the characters "1, stable, turbulent."
[0071] The selection operation acceptance screen is displayed in response to the first stop button being operated in accordance with the push order navigation 51a when the push order notification screen is displayed. In this scene, if the first stop button is not operated in accordance with the push order navigation 51a (i.e., if the stop button corresponding to the "stable" or "turbulent" navigation is operated first), all foreground navigations 51a, 51b, 51c will disappear. The selection operation reception screen displays background navigation 52 (52a, 52b, 52c). Background navigation 52 is a part of three large areas arranged in the left-right direction. The appearance of background navigation 52a, 52b, 52c is the same regardless of the type of push order bell role (see Figure 12 (C), Figure 13 (B), Figure 13 (D)).
[0072] The background navigation 52a (operation instruction area) is an area including the area where the push order navigation for the first stop button was displayed on the push order notification screen. For convenience, the background navigation 52a is called "navigation," but the background navigation 52a is an area that displays information such as "Choose with the button!" to encourage the player to select "Stable" or "Unstable" as the lottery method by operating the stop button 15. The background navigation 52b is the background area of the foreground navigation 51b, that is, the area surrounding the display area of the foreground navigation 51b. The background navigation 52b has a red background, and the character "stable" is further displayed within the background. The background navigation 52c is a background area of the foreground navigation 51c, that is, an area surrounding the display area of the foreground navigation 51c. The background navigation 52c has a blue background, and the character "Haran" (disturbance) is further displayed within the background.
[0073] Therefore, the arrangement of "Stable" and "Unstable" on the selection operation acceptance screen can be distinguished by the color of the background navigation 52b, 52c. Also, as mentioned above, the arrangement of "Stable" and "Unstable" is always from left to right, regardless of the winning combination of the push order bell combination. This allows the gaming machine 10 to prevent the player from making an incorrect selection operation (i.e., making a mistake in selecting the lottery method "Stable" or "Unstable").
[0074] In the scene shown in Figure 12(C), if the player wants to select stability, he or she can operate stop button 15C when operating the second reel to stop, while if the player wants to select turbulence, he or she can operate stop button 15R. Then, when the player operates to stop the third reel, he or she only needs to operate the remaining stop buttons.
[0075] When the second reel is stopped (when the control unit detects the operation information of the reel stop operation), the remaining navigation disappears. For example, in the scene of Fig. 12(C), when the stop button corresponding to stability is pressed, the display unit 17 disappears the navigations 51b and 52b (one of the navigations) corresponding to stability, and at the same time, disappears the navigations 51c and 52c (the other navigations) corresponding to turbulence. However, the present invention is not limited to this, and the display unit 17 may continue to display one navigation system after the stop operation of the stop button corresponding to the other navigation system, for example. Furthermore, when a stop button corresponding to one of the navigation systems is operated to stop, the display unit 17 may change the display content of the other navigation system to that of the one navigation system and continue to display it. That is, for example, in the scene of Fig. 12(C), when a stop button corresponding to stability is operated to stop, the display unit 17 may switch the display content of the navigation systems 51c and 52c (the other navigation system) corresponding to turbulence to that of the navigation systems 51b and 52b (one navigation system) corresponding to stability.
[0076] The main control unit 25b can determine whether "stable" or "turbulent" has been selected by referring to the push order display pattern table 35 based on the type of push order bell role and the number of coins paid out in the winning game of that push order bell role. In other words, in the example of Figure 12(C), if the winning role is a bell role with the correct push order of "left → center → right," and the result of the stopping operation is that 8 coins are paid out, it can be determined that the player performed the stopping operation in the order of "left → center (stable) → right," while on the other hand, if 1 coin is paid out, it can be determined that the player performed the stopping operation in the order of "left → right (turbulent) → center." The main control unit 25b can also determine whether "Stable" or "Unstable" has been selected regardless of the number of coins paid out. That is, the main control unit 25b may make a determination based on the type of push order bell combination and the operation button used when the second reel is stopped by referring to the push order display pattern table 35.
[0077] Here, whether a player chooses "stable" or "turbulent" may vary depending on the player's personality, preferences, etc. In other words, the options may be biased, such as one player only choosing "stable" and another player only choosing "turbulent." In such a case, if the payout number varies depending on the option, it would be unfair to players. Regarding this, since the probability of winning the push-order bell combination is the same for "left → center → right" and "left → right → center" (see internal lottery table 31a in Figure 4), when "1, stable, turbulent" is displayed, even if the options are biased toward one side, the probability of paying out 1 coin is the same as the probability of paying out 8 coins. As a result, there is no difference in the number of coins paid out between players.
[0078] Figures 13(A) and 13(B) are examples of display screens when the first stop button for the push-order bell role is the center stop button 15C, and Figures 13(C) and 13(D) are examples of display screens when the first stop button for the push-order bell role is the right stop button 15R. In these cases, the control units 25b and 26b can process in the same way as the examples in Figures 12(B) and 12(C).
[0079] (Navigation when power goes out during Pseudo Bonus A) Incidentally, during a game, a power outage (stoppage of power supply to the gaming machine 10) may occur unexpectedly by the player. If the power outage occurs during a game in which the player is in pseudo bonus A and the selection operation for "stable" or "turbulent" is performed (i.e., the game in which the push order bell role is first won after the transition to pseudo bonus A), the gaming machine 10 performs the following control. Figures 14(A) to 14(C) are figures that explain the transition of the display screen when a power outage occurs after the first reel stop operation wins the push order bell role, which is stop button 15L, and before the first reel stop operation is performed. As shown in Figures 14(A) and 14(B), if a power outage occurs before the first reel is stopped, the main control unit 25b backs up (stores) information at the time of the power outage (such as the fact that the winning combination is a push order bell combination, and that the stop operation state is before the first reel is stopped) in the storage unit 25a. The power required for the backup is supplied from a backup power source (not shown) such as a capacitor.
[0080] As shown in Figure 14(C), after power is restored, the main control unit 25b reads out the information at the time of power failure from the storage unit 25a and refers to the push order display pattern table 35. In the examples of Figures 14(A) to 14(C), the time of power failure is before the first reel stop operation, so the main control unit 25b transmits the information on the push order display pattern of the three stop buttons 15L, 15C, 15R at the time of power failure, "1 / Stable / Unstable", to the sub-control unit 26b. Based on the information received from the main control unit 25b, the sub-control unit 26b displays on the display unit 17 foreground navigation 51a, 51b, 51c that reflect the winning combination and stop operation status at the time of the power outage. In this case, the display unit 17 displays the push order navigation 51a for the first reel stop operation and the selection navigation 51b, 51c (stable, turbulent) as stop button navigation, but does not display the background navigation 52a, 52b, 52c. Furthermore, instead of the background navigation 52a, 52b, 52c, the display unit 17 displays text, characters, etc., such as "Proceed with the game" to encourage the player to resume the game, providing a different effect from normal play.
[0081] In addition, Figures 14(D) to 14(F) are figures that explain the transition of the display unit 17 when a power outage occurs after the push order bell role is won, after the first reel is stopped (after the control unit detects the operation information of the reel stop operation) and before the second reel is stopped. As shown in Figures 14(D) and 14(E), in this case, as in the above case, the main control unit 25b backs up information at the time of power outage (such as that the winning role is a push order bell role, and that the stop operation state is that the first reel has been stopped and the second reel is not yet stopped) to the memory unit 25a.
[0082] As shown in Figure 14(F), even after power is restored from a power outage, the main control unit 25b reads out the information at the time of the power outage from the memory unit 25a and refers to the push order display pattern table 35 in the same manner as described above. However, in the examples of Figures 14(D) to 14(F), the first reel was stopped when the power outage occurred, and the state was before the second reel was stopped. Therefore, the main control unit 25b transmits to the sub-control unit 26b the push order display pattern information "none (operated) / stable / turbulent", which is obtained by deleting the push order navigation information for the first stop button from the push order display pattern information "1 / stable / turbulent". As shown in FIG. 14(F), the sub-controller 26b then displays on the display unit 17 the selection navigations 51b and 51c ("none (operated) / stable / turbulent"), reflecting the winning combination and the stop operation status at the time of the power outage, based on the information received from the main controller 25b. However, even in this case, the display unit 17 displays the selection navigations 51b and 51c (stable, turbulent) as stop button navigation, but does not display the background navigations 52a, 52b, and 52c. Furthermore, instead of the background navigations 52a, 52b, and 52c, the display unit 17 displays text, characters, etc., such as "play the game" to encourage the resumption of the game, creating a different effect from normal play. The background image is the same as that shown in FIG. 14(C).
[0083] Although not shown in the figures, when the power is cut off during the pseudo bonus A, the gaming machine 10 also performs navigation and presentation corresponding to other winning roles other than the push order bell role. In addition, when a power outage occurs, the display mode of the remaining navigation after the first reel stop operation or the second reel stop operation can be controlled in the same way as the display mode during normal times described above.
[0084] By performing the above control, if a power outage occurs while the "Stable" or "Unstable" lottery method is selectable, the gaming machine 10 can, upon power restoration, provide a presentation that reflects the gameplay prior to the power outage. In other words, because the display unit 17 displays the foreground navigation 51, even if a power outage occurs before the player makes a selection, the player can select a lottery method after power restoration. As a result, even if a power outage occurs during a game involving navigation, the gaming machine 10 continues the gameplay status at the time of the power outage after power restoration, allowing the game before the power outage and the game after power restoration to proceed as a continuous sequence. This allows the gaming machine 10 to prevent a loss of interest due to a power outage. In addition, the display unit 17 displays different background images when a power outage does not occur and when a power outage occurs, so that the player can be notified that a power outage has occurred and that the game is to begin after the power outage has been restored.
[0085] In contrast, conventional gaming machines are unable to provide navigation that reflects the game situation at the time of power outage after power is restored. This results in a loss of continuity between the game before the power outage and the game after power is restored, which can reduce the enjoyment of the game.
[0086] The above-described navigation method that reflects the game status at the time of power outage is merely an example. As long as similar navigation can be performed, the method is not limited thereto. For example, the push order display pattern table 35 in Figure 6 and the operating state at the time of power outage are stored in the memory unit 26a of the sub-control board 26, and when power is restored, the main control unit 25b sends information indicating the winning role, information indicating the reel that is currently changing, and information indicating that the state is for selecting a lottery method to the sub-control unit 26b, and based on this information, the sub-control unit 26b can navigate after power is restored in a manner that reflects the game status in the same way as above. In addition, the forms of the foreground navigation 51 and background navigation 52 when power is restored may be changed as appropriate. For example, the sub-controller 26b may store the background navigation 52 when power is restored after a power outage in the memory 26a, and display the background navigation 52 indicating "stable" or "turbulent" when power is restored. Furthermore, the display unit 17 may display at least one of the foreground navigation 51 and background navigation 52 as an image dedicated to when power is restored after a power outage, allowing the selection of the lottery method "stable" or "turbulent."
[0087] In addition, the gaming machine 10 may be configured without the function for when power is restored after a power outage, and even in this configuration, during normal times when no power outage has occurred, the above-mentioned actions and effects will be achieved with regard to the selection of the lottery methods ``stable'' and ``turbulent.''
[0088] (Increase in the difference in number of coins during the pseudo bonus A stay) During the pseudo bonus A period, from the game following the game in which the push order bell role was won, a lottery to add the difference in the number of coins during the difference number management AT stage to which the player will subsequently move will be held based on the lottery method (stable or turbulent) selected by the player. The add-on lottery is held every game. This allows the player to increase the difference in the number of coins during the difference number management AT stage to which the player will subsequently move while in the pseudo bonus A period.
[0089] In the embodiment, when a combination other than a rare role is won, the number of added difference coins is 10 coins at 78%, 20 coins at 16%, and 30 coins at 6%, and when a rare role is won, the number of added coins is 20 coins at 70%, 30 coins at 15%, 50 coins at 10%, and 100 coins at 5%, but is not limited to this. Note that the specification may also be such that no addition is made as a result of the addition lottery. In the pseudo bonus A, the presentation style differs depending on the type of lottery method ("stable" or "turbulent").
[0090] FIG. 15 is a diagram illustrating the presentation of the "stable" lottery method. Since the pseudo bonus A game is played for 4 games per set, the presentation of the "stable" lottery method is controlled so that the presentation may be different between the first to third games in a set and the fourth game. As shown in Figure 15(A), during the pseudo bonus A, the display unit 17 displays a dog character in the center in response to the lever operation for each game. To the left of the dog character, a number "+10 coins" is displayed, which indicates the number of coins added to the difference, and to the right of the dog character, the word "Continue" is displayed, which indicates that the game will continue. As shown in Figures 15(B) and 15(C), in the first to third games of one set, an effect is executed in which the difference number is selected in response to the operation of stopping the third reel. Note that this example is an example in which an additional 10G is won as a result of the lottery.
[0091] As shown in Figures 15(D) and 15(E), in the fourth game of one set, if the pseudo bonus A continues, an effect indicating that the pseudo bonus A will continue is selected and that effect is executed. On the other hand, if the pseudo bonus A does not continue because all sets have been played, an effect in which the difference number is selected (Figures 15(B) and 15(C)) is executed even in the fourth game.
[0092] In addition, even if the pseudo bonus A continues (i.e., if it continues to the next set), the lottery for adding the difference in the number of coins is held, but the effect of selecting "Continue" takes priority. Therefore, in the effect of selecting the difference in the number of coins for the first game of the next set, the added number for the first game of the next set and the added number for the game for which "Continue" was displayed are added together and displayed. For example, if the result of the lottery for adding the difference in the number of coins in the fourth game of one set is "+10 coins" and the pseudo bonus A continues, the effect of "difference in the number of coins +10 coins" will not be executed in this fourth game, but "continuation" will be executed. Then, if the result of the lottery for adding the difference in the number of coins in the first game of the next set is "+20 coins", an effect suggesting the addition of "+30 coins", which is the sum of this "+20 coins" and the "+10 coins" in the fourth game, will be executed.
[0093] FIG. 16 is a diagram illustrating the presentation of the lottery method "turbulence." As shown in Figures 16(A) and 16(B), when the selected lottery method is "Turbulence," the display unit 17 displays a clown character inflating a balloon (a role-playing device) in response to the lever operation for each game. The difference in number of coins to be added is displayed inside the balloon. Then, as shown in Figure 16(C), after the third reel is stopped, the display unit 17 displays an image indicating that the difference in number of coins to be added has been determined. As shown in Figures 16(D) and 16(E), the display unit 17 executes an effect to determine whether or not the pseudo bonus A will continue only in the first set and the 16th set. If the pseudo bonus A continues, the display unit 17 notifies the user that the pseudo bonus A will continue by executing an effect to display an exploding balloon. On the other hand, if the pseudo bonus A does not continue, the display unit 17 executes an effect to display a balloon deflating after displaying the screen of Figure 16(D) (not shown). In addition, in the lottery method "turbulence", the display unit 17 may execute the effect (Fig. 16(D), Fig. 16(E)) indicating whether or not to continue when another set is completed, or may execute it every game.
[0094] (Pseudo Bonus B) Pseudo Bonus B will be entered if you win Pseudo Bonus B in the AT Challenge. The transition from Pseudo Bonus B is to the Episode Stage. The number of times that the pseudo bonus B is played is a fixed number of 20G, and after the 20G is over, the game moves to the episode stage. If pseudo bonus B is won, reel 20 is controlled so that a double "white 7, white 7, white 7" pattern automatically stops in the game following the game that ends the AT challenge (not shown).
[0095] As shown in FIG. 7, when a bell role or a rare role is won, the main control unit 25b executes a lottery to win a support character or the right to move to a character acquisition specialized zone based on the winning probability specified in the character acquisition lottery table 36a. This allows the player to stock up on support characters and the right to move to a special zone for acquiring characters while in pseudo bonus B. As shown in Figure 17(A), the display unit 17 displays information (type, number, etc.) about the support characters and character acquisition specialized zone transition rights owned by the player. The display unit 17 continues to display this information until the battle stage is reached (see Figures 17(C), 17(D), etc.).
[0096] Support characters are consumed in the battle stage, which will be described later. The more support characters stocked in the battle stage, the more advantageous it is for the player (the function of each support character in the battle stage will be described later). In addition, the right to transition to the character acquisition specialized zone is the right to transition from the difference number management AT stage to the character acquisition specialized zone, as will be described later. Support characters can be stocked even after transitioning to the character acquisition specialized zone. Therefore, by stocking up on support characters and stocking up on the right to move to the character acquisition specialized zone while staying in pseudo bonus B, the player will be at an advantage after moving to the battle stage.
[0097] (Episode Stage) First, the production of the episode stage will be explained. As shown in FIG. 18(A), when the pseudo bonus A or the pseudo bonus B ends, that is, after the third reel of the ending game of each pseudo bonus A or B is stopped, the display unit 17 displays the first EP selection screen. There are eight different episode stage effects (EP1 to EP8), each with different effects (display content on the display unit 17, story, background music, etc.). The first EP selection screen displays selection buttons for EP1 to 8, and the selection of EP1 to 8 is switched by moving the cursor each time the effect button 14 is operated. Then, the sub-control unit 26b sets the selected EP as the first EP in response to the lever operation. When the sub-control unit 26b moves to the episode stage from the next time onwards, it executes other EPs in a predetermined order. In this embodiment, starting from the first EP, each time it moves to an EP from the next time onwards, it executes EPs with successively larger numbers, i.e., EP1 followed by EP2, etc. Then, when it reaches EP8, it returns to EP1 and executes the next EP.
[0098] As shown in Figure 18(B), for example, when EP1 is selected on the first EP selection screen, EP1 is executed as the first EP, and when transitioning to the next or subsequent EPs, they are executed in the order of "EP2 → EP3 → ... → EP8." Also, as shown in Figure 18(C), when EP6 is selected on the first EP selection screen, EP6 is executed as the first episode stage, and when transitioning to the next or subsequent episode stages, they are executed in the order of "EP7 → EP8 → EP1 → ... → EP5." In this way, the gaming machine 10 allows the player to freely select an EP at the end of the first pseudo-bonus. Therefore, after transitioning to the AT stage, the player can reliably view all eight EPs by transitioning to the EP eight times (i.e., by winning the battle stage seven times). Also, since the player can select the first EP, even if the AT stage does not continue, the player can reliably view all EPs by winning the AT challenge eight times.
[0099] In contrast, the EPs of conventional gaming machines are only executed in predetermined patterns, and the player cannot see all the EPs unless, for example, the AT stage, etc. is continued multiple times. Also, in conventional gaming machines, even if the player wins the transition lottery of the AT stage, etc., multiple times (for example, the number of types of effects), the player cannot enjoy all the types of EP effects.
[0100] The gameplay in the episode stage will now be described. The episode stage is an AT with a fixed number of 16G. The transition from the episode stage is to the difference number management AT stage. While in the episode stage, the main control unit 25b executes a support character addition lottery by referring to the acquired character lottery table 36b in Fig. 7 in response to winning a bell role or a rare role. Therefore, while in the episode stage, the player has a chance to acquire a support character. When the player wins the support character addition lottery, the main control unit 25b updates the information on the number of support characters stocked in the memory unit 25a and also updates the display related to the support character on the display unit 17 (see Fig. 17(B)). Furthermore, the main control unit 25b grants a support character (such as a preemptive attack character) when the end game of the first episode stage is executed, but does not grant a support character even when the end game is executed in the second or subsequent episode stages. For this reason, the first episode stage can give the player a greater sense of anticipation of victory after the transition to the battle stage than the second or subsequent episode stages. The main control unit 25b may perform the lottery for adding support characters not only in the first episode stage but also in the end game of some or all episode stages from the second onwards. Furthermore, the support character granted at the end of the first episode stage is not limited to a preemptive attack character, but may be another support character.
[0101] (Difference number management AT stage) The difference number management AT stage is an AT managed by the difference number of sheets. The difference number management AT continues until the remaining difference number reaches 0. Then, when the remaining difference number managed by the difference number management AT reaches 0, the game state transitions to the battle stage from the game following the game in which the remaining difference number reached 0. The main control unit 25b subtracts the remaining difference in number of medals only in a 3-BET game, and does not subtract it in a 2-BET game, etc. Therefore, the number of medals acquired in a 2-BET game while staying in the difference-number-management AT stage does not contribute to the transition to the battle stage.
[0102] The initial difference in number of coins for the first set in the difference number management AT stage is fixed at 100 coins, and the initial difference in number of coins for the second set and beyond is determined by lottery in the results announcement stage, which will be described later.The difference in number of coins managed in the difference number management AT stage is the sum of these initial difference in number coins and the difference in number coins acquired in the pseudo bonus.
[0103] Since the difference in number of coins managed AT stage is managed by the difference in number of coins, if a role with a payout number greater than the number of bets is won, the remaining difference in number of coins will decrease, while if a role with a payout number less than the number of bets is won, the remaining difference in number of coins will increase. For example, when the remaining difference in number of coins is 100, if a 3-BET game is played and a symbol corresponding to a bell role with a payout of 8 (a role in which the payout number is greater than the bet number) is stopped and displayed, the difference in number of coins, 5, is subtracted, and the remaining difference in number of coins becomes 95. On the other hand, if a 3-BET game is played and a symbol corresponding to a watermelon role with a payout number of 1 (a role in which the payout number is less than the bet number) is stopped and displayed, the difference in number of coins, 2, is added, and the remaining difference in number of coins becomes 102. When the winning combination is missed, the main control unit 25b subtracts the payout amount corresponding to the winning combination from the managed difference number, but may not subtract it.
[0104] In addition, when the remaining difference in number of coins increases due to winning a combination with a payout number less than the bet amount, an upper limit may or may not be set on the increase. When an upper limit is set on the difference in number of coins, for example, the upper limit may be set to the difference in number of coins at the start of the episode stage. In the embodiment, while in the difference number management AT stage, only a lottery for transitioning to a zone specialized in acquiring characters (for example, a 20% chance of winning a rare role) is executed, and no lottery for adding on the difference number is executed, but this is not limited to this, and a lottery for adding on the difference number may also be executed. In addition, while in the difference number management AT stage, the right to move to a character acquisition specialized zone may be drawn by lottery, as with pseudo bonus B.
[0105] In addition, if the episode stage ends while possessing the right to move to the character acquisition specialized zone acquired in the pseudo bonus B, the player may move directly to the character acquisition specialized zone from the game following the ending game of the episode stage without playing the game of the difference number management AT stage. In this case, after operating the lever for the game following the ending game of the episode stage, the display unit 17 may display the display screen for the difference number management AT stage or a premonition screen indicating that the player will move to the character acquisition specialized zone, and then display the display screen for the character acquisition specialized zone.
[0106] (Character acquisition specialized zone) The character acquisition specialized zone is an AT that transitions from the difference number management AT stage. The character acquisition specialized zone is a specialized zone where you can acquire support characters with a high probability. In the embodiment, while staying in the character acquisition specialized zone, the update of the difference in number of coins while staying in the difference in number management AT stage is stopped, but it may also be updated. While in the character acquisition specialized zone, the main control unit 25b executes a lottery for adding support characters by referring to the acquired character lottery table 36c shown in Fig. 7 in response to the lever operation for each game. If the main control unit 25b wins the lottery for adding support characters, it updates the information on the number of stocks of support characters in the memory unit 25a and also updates the display related to the support characters on the display unit 17 (see Fig. 17(D)). The character acquisition specialized zone lasts for 5G per set. The main control unit 25b executes a continuation lottery (with a winning probability of, for example, 5%) at the end of one set, and if the winning lottery is won, the game continues for another set. If the character acquisition specialized zone does not continue and the 5G game in the character acquisition specialized zone ends, the game state will return to the difference number management AT stage.
[0107] The number of games in one set is not limited to 5G, and may be determined from multiple types of game numbers by lottery or the like. The timing of the continuation lottery is not limited to the end of one set. Furthermore, for example, as in the case of the pseudo bonus A, the number of sets to be executed may be determined by referring to the set number lottery table 34 shown in FIG. 6 according to the lever operation in the first game of the first set.
[0108] (Battle Stage) The battle stage is a game state that transitions from the episode stage, and is partially controlled by AT. The game is partially controlled by AT when you own a bell character and win the push order bell role. The battle stage ends when the player's owned characters C1 to C4 defeat the enemy character E without being annihilated, or when the player's owned characters C1 to C4 are defeated by the enemy character E after being annihilated. In the battle stage, if the owned characters C1 to C4 defeat the enemy character E, the transition to the battle result announcement stage and the subsequent transition to the pseudo bonus or episode stage is confirmed. In other words, by defeating the enemy character E, it is confirmed that the player will continue to stay in the AT stage. On the other hand, when the owned characters C1 to C4 are defeated, the transition to the result stage and the subsequent transition to the normal stage is confirmed. Therefore, the gaming machine 10 has a gameplay in which the player plays the game aiming to stay in the AT stage continuously by defeating the enemy character E.
[0109] The battle stage has a so-called ST (stock time) type of gameplay, meaning that if you win the push order bell role, the push order is navigated depending on the number of bell characters owned, and the game is partially controlled to an AT state. If a bell spill occurs for a predetermined number of consecutive games, the player's characters C1 to C4 will be defeated. In this embodiment, the number of consecutive bell spills (also called the ST number) is a 4G specification. On the other hand, if the game result is anything other than a bell spill, the player's characters C1 to C4 will attack the enemy character E. Then, if the HP of the enemy character E becomes 0P while there are ST times remaining, the player's characters C1 to C4 will defeat the enemy character E (see Figure 20(B)).
[0110] The main control unit 25b determines the enemy character E by lottery when the stage shifts to the battle stage. 8, in this case, the main control unit 25b refers to the enemy character selection table 37 and selects by lottery from among weak, medium, strong, and confirmed enemy characters E to be fought while staying on the battle stage, depending on whether the setting is low (1 to 3) or high (4 to 6). The enemy character selection table 37 is set so that a stronger enemy character E is more likely to be selected in the low setting than in the high setting.
[0111] The stronger the enemy character E, the higher its HP, and it is more difficult for the player to defeat the weak, medium, and strong enemy characters in that order. Furthermore, when an enemy character is confirmed, the number of bell characters owned (number of STs) is not subtracted even if a bell is dropped. Therefore, when an enemy character is confirmed, the player will not be defeated and the player's victory is confirmed. Therefore, in the embodiment, when an enemy character is confirmed, the support character is not consumed, but it may be consumed. Furthermore, when an enemy character is selected, enemy character E may be defeated with one hit at the start of the battle stage, that is, in the first game after transitioning to the battle stage. The types of enemy characters E are not limited to four, and may be three or less, or five or more. The main control unit 25b may select an enemy character E with a uniform lottery probability for all settings.
[0112] When the player moves to the battle stage, he or she is given four characters C1 to C4 to own. Then, by obtaining a game result other than bell spill, only one of the characters C1 to C4 will attack the enemy character E once per game. For example, FIG. 19(A) shows a scene in which the owned character C4 is attacking the enemy character E. The order of attack is owned characters C1 → C2 → C3 → C4, and owned character C1 attacks after owned character C4. As shown in the attack point table 38 of FIG. 8, the damage that the owned characters C1 to C4 inflict on the enemy character E, that is, the points subtracted from the HP of the enemy character E, differ for each of the owned characters C1 to C4. For example, if a replay role is won in a scene in which the owned character C4 in Figure 19 (A) appears, the main control unit 25b will refer to the attack point table 38 to inflict 100 points of damage on the enemy character E, i.e., subtract 100 points from the HP of the enemy character E.
[0113] In a battle between the owned characters C1 to C4 and the enemy character E, the support character provides support to give the owned characters C1 to C4 (that is, the player) an advantage. As shown in Figures 19 and 20, the display unit 17 displays the number of each stocked support character while the player is in the battle stage. The number of support characters owned is decremented each time a support character is activated, that is, when a support character is consumed. As mentioned above, the player can acquire support characters while the player is in three stages of the AT stage (pseudo bonus B, episode stage, and character acquisition specialized zone).
[0114] (Support character) Explain the details of the supporting characters. There are five types of support characters: defensive characters, bell characters, preemptive attack characters, double characters, and revival characters.
[0115] Defensive characters The defending character nullifies the damage when the owned characters C1 to C4 receive damage (when the ST count decreases) due to the occurrence of a bell spill. In this embodiment, when the defending character is consumed, the HP of the owned characters C1 to C4 is not restored in the game in which the defending character is consumed. In other words, the ST count does not return to 4G in the game in which the defending character is consumed, but it may be restored. In addition, the main control unit 25b performs a lottery for acquiring a defending character with a predetermined probability (for example, 5%) for each game even while staying in the battle stage, and if the lottery is won, the defending character is stocked. In addition, if the timing for winning the defending character is when the push order bell role is won and the push order bell role is missed, the defending character is consumed in the winning game. As shown in Figures 19(B) and 19(C), the stock of "defensive characters" is made to appear as if there are different stocks acquired before the start of the battle stage (defensive character A) and after the start of the battle stage (defensive character B). The manner in which the types of defending characters A and B are managed is not limited, and for example, the main control board 25 may not manage the types of defending characters, but may manage the number of possessed characters and the like in the memory unit 25a, and the sub-control board 26 may change the types of defending characters A and B by receiving information from the main control board 25. In this case, even if the main control board 25 treats the defending characters as one type regardless of the type (defending characters A and B), the gaming machine 10 can realize the presentation of different types of defending characters A and B.
[0116] In this way, even if the support characters have the same effect, by making it appear to the player that there are different support characters, the presentation effect is improved and the interest of the battle stage is increased. During the battle stage, "Defending Character A" is consumed before "Defending Character B," and if "Defending Character B" remains at the end of the battle stage, it is converted into "Defending Character A." In the display screen shown in Figure 17, the converted "Defending Character A" is simply displayed as "Defense." Furthermore, while staying on the battle stage, only the "defensive character (defensive character B)" can be acquired, and the support character displayed differs depending on when the "defensive character" is acquired. However, a lottery may be held to acquire other support characters while staying on the battle stage, and the support character displayed may differ depending on when the other support character is acquired.
[0117] Bell character As shown in Figure 19 (D), the bell character notifies the order in which the stop buttons should be pressed in a game in which the push order bell role is won. Therefore, the display unit 17 displays a push order navigation on the display unit 17. As a result, in a game in which the push order bell role is won, the player can play the game without reducing the number of STs, that is, without damaging the owned characters C1 to C4, by performing the stop operation according to the push order notification. Furthermore, when a bell character is consumed, even if the player makes a mistake in the pressing order and does not get the bell role, the enemy character E will still receive damage. Therefore, damage can be reliably inflicted on the enemy character E.
[0118] - Preemptive attack characters The preemptive attack characters inflict damage of, for example, 200 P per character on enemy character E by performing a preemptive attack on enemy character E after the transition to the battle stage and before the start of the first game (i.e., after the end of the difference number management AT stage). The main control unit 25b controls the damage inflicted on enemy character E in one preemptive attack corresponding to the number of preemptive attack characters in stock and the HP of enemy character E. For example, if the number of preemptive attack characters in stock is 16 and a weak enemy character with HP of 3000 P is selected, the main control unit 25b consumes 15 preemptive attack characters in one preemptive attack, inflicting damage of 3000 P (200 P x 15) on the weak enemy character. For this reason, depending on the number of preemptive attack characters in stock, it may be possible to defeat enemy character E without playing a single game after the transition to the battle stage. In addition, the specifications of the preemptive attack character may be such that, instead of inflicting a fixed amount of damage on enemy character E, the amount of damage inflicted on enemy character E varies, for example, inflicting 10% of enemy character E's current HP on enemy character E.
[0119] Double character The double character doubles the damage dealt to enemy character E. The double character is consumed when owned characters C1 to C4 deal damage to enemy character E. For this reason, the double character is consumed when the player wins the push order bell role on their own (that is, when the winning role is the push order bell role, and in a game where the player is not notified of the push order because they do not own a support character, the player's push order operation is legitimate), or when they win a role other than the push order bell role. In addition, double characters can be consumed in combination with bell characters or preemptive attack characters. In this embodiment, only one double character is consumed per game, but this is not limited to this, and multiple characters may be consumed per game.
[0120] Returning characters As shown in FIG. 20(A), the revived character revives the owned characters C1 to C4 when the HP of the owned characters C1 to C4 becomes 0 (that is, when the number of STs becomes 0G). As mentioned above, when the ST count reaches 0G, the end condition of the battle stage is met by defeating the owned characters C1 to C4, so the transition to the normal stage is confirmed. Even in such a case, the battle stage can be executed again by consuming a revival character. Therefore, the revival character that revives the owned characters C1 to C4 becomes a powerful support for the game. In this case, the HP of enemy character E is maintained, meaning that the damage received is carried over to enemy character E. For this reason, a battle stage controlled by consuming a revived character is more likely to be judged as a victory for the player than a battle stage controlled without consuming a revived character (i.e., a battle stage before consuming a revived character).
[0121] Revived characters can be acquired while staying in the three AT stages (pseudo bonus B, episode stage, and character acquisition zone), but common stocks acquired in normal stages are converted into revived characters if they are not consumed and move to the pseudo bonus. Therefore, players may be able to keep revived characters even if they do not win a revived character in the lottery for the three AT stages.
[0122] (Results Announcement Stage) The battle results announcement stage will take place after the battle stage is won and will be completed in 1G. The battle result announcement stage is positioned to congratulate the player on his victory in the battle stage and to convey to the player the benefits of that victory. That is, as shown in FIG. 21(A), in the battle result notification stage, the sub-control unit 26b displays the enemy character E defeated in the battle stage in response to the lever operation.
[0123] In addition, in the battle result announcement stage, the main control unit 25b performs a lottery to determine the difference in number of coins to be managed in the next difference-number management AT stage and whether or not to transition to a pseudo bonus, depending on the lever operation. In this embodiment, the winning probability for the difference in number of coins managed in the next difference-number-management AT stage is 20% for 50 coins, 60% for 100 coins, 10% for 150 coins, and 10% for 200 coins. The winning probability for the transition lottery to the pseudo bonus is 20%. The difference in number of coins and its winning probability, as well as the winning probability for the transition lottery to the pseudo bonus, may be other specifications. The transition to pseudo bonus A or B can be determined in the same way as the AT challenge described above. Then, if the effect button 14 is operated after the lever is operated but before the first reel is stopped, the sub-controller 26b notifies the display unit 17 of these winning results. 21(B) is an example where the winning result of the difference in the number of coins is 100 coins and the result of the lottery to shift to the pseudo bonus is a non-winning result. FIG. 21(C) is an example where the winning result of the difference in the number of coins is 100 coins and the result of the lottery to shift to the pseudo bonus is a winning result. In this way, the display unit 17 displays information about the benefits that the player can receive by winning the battle stage.
[0124] In addition, in one game of the battle result announcement stage, if a push order bell role or a rare role is won, the sub-control unit 26b navigates the stop operation. 21(D) is an example of navigation by the display unit 17 when a push-order bell role is won. Although not shown, when a rare role is won, the display unit 17 may display an image suggesting a watermelon or the like, or a symbol such as "!".
[0125] (Ending A, B) Endings A and B are stages to which a player can transition when the end of an advantageous period is approaching. The endings are positioned as the final stages of a game state that is advantageous to the player in a series of games. In this embodiment, the game status managed by the main control unit 25b and the game status managed by the sub-control unit 26b basically match. However, for endings A and B, the main control unit 25b may control the game status for ending A, and the sub-control unit 26b may control the presentation for ending B (see Section 2 in FIG. 22: game from the start of the second set to the end of the 16th game of the fourth set), so the game status managed by both control units may not match. Therefore, for endings A and B, first, the control (transition control) regarding the game state by the main control unit 25b will be explained, and then the control of the presentation by the sub-control unit 26b will be explained.
[0126] (Control of the game state of Ending A) Ending A is reached when you win the 8th battle stage, and lasts for 61G. Ending A leads to Ending B or the result stage. Furthermore, while staying at Ending A, the main control unit 25b performs a stock lottery for Ending A. If the stock lottery is won, the main control unit 25b continues the game for 31G per set.
[0127] FIG. 22 is a diagram illustrating, in the form of a time chart, the state in which ending A as a gaming state is executed four times (one initial set and three continuing sets) and then transitions to ending B as a gaming state. In the embodiment, the probability of winning the stock lottery is 0.5% when the push order bell role is won and 20% when a rare role is won, but it is not limited to this and the lottery may be held at other probabilities. Also, the stock lottery may not be held when the push order bell role is won, but may be held only when a rare role is won. Also, the number of stocks that can be won by lottery is not limited, and may be one or more.
[0128] Even if you are unable to acquire stocks through the stock lottery, if you have acquired a revived character and move on to Ending A, you can continue Ending A for one set by consuming the revived character. As mentioned above, common stocks acquired in normal stages may be changed to revived characters. Therefore, carrying over common stocks acquired in normal stages to the next stage or later may ultimately work to the player's advantage in terms of the right to continue Ending A.
[0129] Here, while staying in Ending A, the following conditions may be met: Condition 1: The final game (61st or 31st game) of a set of Ending A has ended with the player having acquired stock. Condition 2: The cumulative number of games in 3BET play during the advantageous zone (i.e., the count value of Counter A2) has reached 1460G. Condition 3: The number of coins won in a 3-bet game during the advantageous zone (i.e., the count value of counter B2) reaches 2220 coins.
[0130] If the above conditions are met while the player is in Ending A, the main control unit 25b controls the gaming state as follows. If condition 1 is met, the second or subsequent set of games will begin. If the stock lottery is not won, the game will not move to Ending B, and the game will return to the normal state via the result stage. If at least one of Conditions 2 and 3 is met, the game will move to Ending B, and if neither of these conditions is met, the game will move to the Result Stage. Therefore, the player will play with the aim of continuing Ending A by fulfilling Condition 1, and then transitioning to Ending B by fulfilling at least one of Conditions 2 and 3.
[0131] In this way, the gaming machine 10 of the embodiment can add an element of surprise to the ending game because, after the start of ending A (i.e., after the predetermined period has passed), ending A may continue and then continue to ending B. This allows the gaming machine 10 of the embodiment to prevent a decline in interest even after the start of the ending. In contrast, the ending of a conventional gaming machine does not involve a lottery for stocks or the like to continue, and ends after a predetermined period of play. For this reason, with conventional gaming machines, players tend to perceive the ending as a mere game to complete, and are likely to lose interest after the ending begins.
[0132] (Control of the game state of Ending B) Ending B will occur if the conditions described below are met. The transition from Ending B is to the Result Stage. Ending B ends at one set 31G. However, Ending B ends if the value indicated by counter A1 reaches 1500 or the value indicated by counter B1 reaches 2400 before one set 31G ends. Also, unlike Ending A, Ending B does not involve a continuation lottery, so it is basically a stage with a fixed number of games, 31G.
[0133] (Conditions for transition to Ending B) As explained above for Ending A, the conditions for transitioning to Ending B are that at least one of Condition 2 (the cumulative number of games played with 3BETs during the advantageous zone reaches 1,460G) and Condition 3 (the number of coins won with 3BETs during the advantageous zone reaches 2,220) is met. In the explanation of each of the above stages other than Ending A, the explanation of the transition to Ending B when the transition conditions of Conditions 2 and 3 are met has been omitted as appropriate. If control is exercised to ending B due to the establishment of one of conditions 2 and 3, control will not be exercised to ending B again even if the other of conditions 2 and 3 is subsequently established.
[0134] (Control of endings A and B) The control of the effects of endings A and B by the sub-control unit 26b will be described. As shown in FIG. 23(A), when the main control unit 25b shifts the gaming state to ending A, the sub-control unit 26b displays an effect screen as ending A on the display unit 17. In this embodiment, the sub-control unit 26b displays a dog character in the performance control for ending A, which is the first set. As shown in Figure 23(B), when there is stock and the ending continues (when the above condition 1 is met), the sub-control unit 26b executes continuation effect 1 to notify that the ending will continue in the final game of the ending (the 61st game, at the end of section 1 in Figure 22). In the example of Figure 23(B), an effect is executed in which a piece of paper explaining that the ending will continue falls, that is, moves from top to bottom within the screen. This allows the player to understand that the second set of games will start from the next game.
[0135] As shown in Figure 23 (C), the sub-control unit 26b displays a presentation screen as ending B of the second set on the display unit 17 in response to the start of the second set of games (the start of section 2 in Figure 22). In the embodiment, the sub-control unit 26b controls the performance of ending B to display a cow character. In this way, when section 2 starts, the main control unit 25b controls the game state to Ending A, while the sub-control unit 26b controls the presentation to Ending B. In other words, even if the game state managed by the main control unit 25b is Ending A, the presentation state executed by the sub-control unit 26b is Ending B.
[0136] As shown in FIG. 23(D), if there is a stock in section 2 and the ending continues (if the above condition 1 is met), the sub-controller 26b executes continuation effect 2 in the final game (31st game) of the ending of the second set to notify the player that the ending will continue. Furthermore, if the stock lottery is won and continuation is confirmed, the sub-controller 26b may display an effect indicating whether the ending will continue or not, using the light color of multiple lamps (e.g., lamp 18) provided on the gaming machine 10. In this case, for example, when continuation is confirmed, the light color of the lamp may change in the following order: white → blue → yellow → green → red → rainbow. This effect may be displayed only when continuation is confirmed, or may continue until the final game of the set after continuation is confirmed. This allows the gaming machine 10 to display an effect that creates a sense of anticipation that the ending will continue. In the example of Figure 23(D), similar to the effect of continuing from the first set to the second set (see Figure 23(B)), a piece of paper is dropped to explain that the ending will continue.
[0137] As shown in Fig. 23(C), the sub-control unit 26b performs the effects from the third set onwards in the same manner as for set 2. In other words, the effects as ending B from the second set onwards are the same.
[0138] Thereafter, while remaining in the second set or later (the fourth set in the example of Figure 22), if the condition for transitioning to Ending B as the gaming state is met (i.e., after Condition 1 is met, at least one of Condition 2 and Condition 3 is met), the main control unit 25b will control the gaming state from Ending A to Ending B. In this fourth set of games, the sub-controller 26b continues the fourth set of effects (see FIG. 23(C)) until the number of remaining games displayed on the display unit 17 reaches 0G. Then, when the number of remaining games reaches 0G (i.e., when interval 3 in FIG. 22 ends), the sub-controller 26b executes continuation effect 2 (see FIG. 23(D)). Therefore, the sub-control unit 26b can present the game of the set (ending A as the game state) in progress at that time as continuous even when the main control unit 25b controls the game state from ending A to ending B. In other words, the sub-control unit 26b presents the game of the fourth set as continuous across endings A and B as the game state.
[0139] Then, after the end of this fourth set of games (the end of section 3 in Figure 22), the sub-control unit 26b displays the presentation screen shown in Figure 23 (E) on the display unit 17 based on the fact that section 4 has started. As shown in Figures 23(E) and 23(F), the presentation screen for section 4 is almost the same as the presentation screen for the endings of the second set and onwards. That is, as shown in Figure 23(E), the number of remaining games on the presentation screen for the ending of section 4 is displayed as 16G, and the number of games executed as a presentation in the latter half of the fourth set (15G in the examples of Figures 22 and 23(E)) is subtracted from the original number of games, 31G.
[0140] Therefore, the change in presentation when the ending transitions to the third set or later (Figure 23(D) → Figure 23(C)) is similar to the change in presentation when section 3 ends and section 4 transitions (Figure 23(D) → Figure 23(E)). Therefore, the gaming machine 10 can present the transition from section 3 to section 4 as if the ending had continued due to the stock. This makes it difficult for the player to recognize when condition 3 was met, and gives the player the feeling that the ending had continued on its own. In other words, the gaming machine 10 allows the player to experience the transition to the game state executed in section 4 as the final set as if the player had done so on his own.
[0141] As shown in Figures 24(A) to 24(C), if at least one of Condition 2 and Condition 3 is met in a state other than the ending, the main control unit 25b controls the game to end in Ending B from the game following the one in which the condition is met. Therefore, the sub-control unit 26b sets the number of games remaining in Ending B to 31G in the first game of Ending B (see Figure 24(B)). Therefore, in this case, the timing when Condition 2 or Condition 3 is met is clearly notified.
[0142] (Result Stage) The result stage is a game state to which the game transitions after the AT stage ends, and is a game state that is controlled during the normal section. The game state transitions from the advantageous zone to the normal zone after the third reel is stopped in the final game of the AT stage. The result stage is also positioned to transition back to the normal state when the game state transitions from the normal zone to the advantageous zone again. The result stage is a game state in which the player remains after the AT stage ends until a winning combination other than a losing combination is achieved. After the result stage ends, the game state transitions to the normal state. Therefore, if you win a role other than a losing role in the first game after the AT stage ends, the number of games in the result stage will be 1G. Also, if a losing role continues for 1G or more after the AT stage ends, you may stay in the result stage for 2G or more. Furthermore, after the third reel is stopped in a game in which a winning combination other than a losing combination is achieved in the result stage, the gaming state transitions from the normal zone to the advantageous zone. As a result, the gaming state transitions to the normal state after the third reel is stopped in a game in which a winning combination other than a losing combination is achieved in the result stage, in which the gaming state transitions to the advantageous zone. In this case, the gaming state may transition to the normal state first, and then to the advantageous zone.
[0143] Here, we will explain an example in which the game state transitions from the AT stage, which is an advantageous zone, to the result stage, which is a normal zone. As shown by counters A2 and B2 in FIG. 25(A), the specifications of the gaming machine 10 encourage the player to transition to the normal zone while in the advantageous zone before reaching the advantageous zone limiter. There are several examples of transitioning to the normal zone before reaching the advantageous zone limiter, such as when the AT stage ends due to a defeat in the battle stage, when the AT stage ends before reaching Ending B because there are no stocks in Ending A, or when 31G of Ending B ends.
[0144] Figure 25(B) is an example in which the advantageous zone ends by reaching the advantageous zone limiter. In this example, the game up to 1460G of the counter A1 in the advantageous zone is played with 10G of 2-bet play and 1450G of 3-bet play. Therefore, when the advantageous zone reaches 1460G, the A2 counter does not reach 1460G, and the game state does not transition to Ending B. And, because the game from 1461G onwards is played with 2-bet play, the A1 counter reaches 1500G (advantageous zone limiter). Therefore, in the example of Figure 25(B), the advantageous zone ends without transitioning to Ending B.
[0145] Also, in the example of Figure 25(C), the game up to 1490G of counter A1 in the advantageous zone is played with 30G of 2BET play and 1460G of 3BET play (however, the 1490G game is a 3BET game). Therefore, when the A2 counter reaches 1460G, the game state transitions to Ending B. However, even if a 3BET game is played after transitioning to Ending B, the counter A1 reaches 1500G after 10G, and the advantageous zone ends. Therefore, in the example of Figure 25(C), Ending B ends without consuming 21G of the 31G.
[0146] In this way, the gaming machine 10 is designed so that if a player places a 2-bet game while staying in the advantageous zone, the player cannot expect to win more coins than if he or she places a 3-bet game, and therefore the player will receive less profit. This allows the gaming machine 10 to strongly encourage the player to place a 3-bet game while staying in the advantageous zone. In addition, there are also examples where the advantageous zone limiter is reached based on counter B1 instead of counter A1. Also, there are multiple examples where the advantageous zone limiter is reached other than those shown in Figures 25(B) and 25(C). A detailed explanation of these examples will be omitted, but in any case, there is no hope of an increase in the number of winning coins, and there is no benefit to the player.
[0147] In addition to the above-mentioned reasons such as the number of coins won, the gaming machine 10 can encourage players to play 3BET during the advantageous zone by making the presentation of the result stage different between when the advantageous zone ends before the advantageous zone limiter is reached and when the advantageous zone ends in response to reaching the advantageous zone limiter.
[0148] While the player is in the result stage, the sub-control unit 26b executes an effect to notify the player of the game result while the player is in the AT stage. The display unit 17 displays a result screen to notify the player of the game result while the player is in the result stage. The result screen reflects the game situation at the end of the AT stage, and there are multiple types available. Figures 26 and 27 explain four examples of these result screens. 26(A) to 26(D) are three examples of result screens when the advantageous zone ends before the advantageous zone limiter is reached. Each result screen displays the number of medals earned while in the AT stage, and displays the ally characters (characters on the player's side) that appeared while in the AT stage.
[0149] That is, as shown in Fig. 26(A), on the result screen after a defeat in a battle stage, a screen of one ally character gazing at the distant morning sun is displayed until a winning combination other than a losing combination is achieved. Then, as shown in Fig. 26(B), after the third reel stops in a game in which a winning combination other than a losing combination is achieved, additional text such as "Good job" and "GET 1800 medals" (number of medals won) is displayed. FIG. 26(C) is a diagram illustrating the result screen after Ending A has ended. In this case, too, after displaying four friendly characters standing on a beach at sunset, when the third reel of a game that has been won with a winning combination other than a losing combination stops, additional text such as "Well done" and "GET 2000 medals" (number of medals won) is displayed. Figure 26(D) is a diagram illustrating the result screen after the end of Ending B. In this case, after displaying multiple (five or more) ally characters riding on the treasure ship, additional text such as "Very well done" and "Get 2300 medals" (number of medals earned) is displayed.
[0150] In this way, when the advantageous zone ends before the advantageous zone limiter is reached (i.e., when the AT stage is played in the manner of play assumed by the gaming machine 10), the presentation of the result screen (illustrated scenery, number of friendly characters, text display, etc.) stays on the AT stage for a long time, and the more favorable the game result is to the player, the more it praises and congratulates the player.
[0151] Figure 27 explains the transition of the result screen after reaching the advantageous zone limiter. As shown in FIG. 27(A), in the game of the 1500th advantageous zone (that is, the game when the advantageous zone limiter is reached), the display unit 17 displays a wandering enemy character E in response to the lever operation. As shown in FIG. 27(B), the display unit 17 darkens the periphery of the display screen when the first reel is stopped (when the reel is stopped and operation information is output) in the 1500th game. As shown in FIG. 27(C) and FIG. 27(D), the display unit 17 subsequently expands the darkened area each time the second reel is stopped and the third reel is stopped in this game. As a result, in the 1500th game of the advantageous zone, the display screen darkens in response to the reel stop operation. As shown in FIG. 27(E), the display unit 17 displays "END" after the third reel is stopped. As shown in Figure 27(F), the result screen of the subsequent result stage displays a scene in which one ally character is shedding tears in a graveyard under thunderclouds. Note that the result screen may be displayed, for example, after a predetermined time has elapsed after the third reel is stopped in the game at 1500G of the advantageous zone, or after the lever is operated in the first game of the result stage. In this case, the display unit 17 additionally displays "GET 1600 medals" (the number of medals acquired) after a period until a winning combination other than a losing combination is achieved, similarly to FIG.
[0152] In this way, the display screen when the advantageous zone limiter is reached displays effects that the player will not be happy about and does not congratulate the player. In addition, the display screen appearance when the advantageous zone limiter is reached is not limited as long as it is not undesirable for the player, and may be, for example, in the following form. That is, the display screen of Fig. 28(A) is displayed immediately after the transition to the result stage. Then, in a game in which a winning combination other than a losing combination is won in the result stage, the display screen gradually darkens as shown in Fig. 27(B) to Fig. 27(D) in response to each reel stop operation. After that, after the third reel stop operation of this game, "END" of Fig. 27(E) may be displayed, and then the game result of the AT stage of Fig. 27(F) may be displayed.
[0153] As described above, the gaming machine 10 of the embodiment is designed so that placing a 3BET game in the advantageous zone is more profitable for the player than placing a 2BET game, thereby strongly encouraging the player to play the 3BET game envisioned by the gaming machine 10. The gaming machine 10 can also encourage the player to play the 3BET game by changing the presentation of the result stage depending on whether the advantageous zone limiter has been reached or not. In contrast, conventional gaming machines control the transition to the ending based only on the number of games played, regardless of the number of bets. As a result, conventional gaming machines may reach the ending with fewer medals consumed than expected.
[0154] (Second embodiment) Next, a second embodiment of the present invention will be described. In the following description and drawings, parts that perform the same functions as those in the above-described embodiment are appropriately designated by the same reference numerals, and duplicated descriptions will be omitted where appropriate. In the gaming machine of the second embodiment, the control of the game state and the presentation control of the endings A and B are changed from those of the first embodiment.
[0155] FIG. 28 is a diagram illustrating, in the form of a time chart, the state in which ending A is executed and then ending B is transitioned to in the gaming machine of the second embodiment. As shown in FIG. 28, in this embodiment, the control of endings A and B is the same as the control of the game state by the main control unit 25b and the control of the presentation by the sub-control unit 26b. This will be explained in detail below.
[0156] (Control of game state for endings A and B) Ending A as a game state is one set of a fixed number of 61G games that are played and does not continue. Furthermore, in a state where the gaming state is controlled to Ending A (Section 1), a stock lottery is executed as in the first embodiment. If the stock lottery is won, the main control unit 25b transitions the gaming state from Ending A to Ending B (see Condition 4 shown in FIG. 28). In other words, if the game state is controlled to Ending A and the stock lottery is won, in the first embodiment Ending A as the game state is controlled so that the set can be continued, whereas in this embodiment Ending A as the game state is not controlled to be continued as the set and is controlled so that it can transition to Ending B.
[0157] In Ending B, a game of 31G is played per set. While in Ending A, a stock lottery is held, and if you win, Ending B continues.
[0158] Here, in this embodiment, as in the first embodiment, at least one of the following may occur: the cumulative number of games played in 3BET play during the advantageous zone (counter A2) reaches 1460G (condition 2), and the number of coins won in 3BET play during the advantageous zone (counter B2) reaches 2220 coins (condition 3). In response to the establishment of this condition in a state where the game state is controlled to Ending B in Section 2, the main control unit 25b ends the lottery for adding stocks and moves to Section 3. In other words, the lottery for adding stocks is not executed from Section 3 onwards in a state where the game state is controlled to Ending B.
[0159] (Control of endings A and B) The control of the effects when the gaming state is controlled to Ending A (section 1) is the same as that shown in FIG. 23(A). The control of the effects when the game state shifts from Ending A to Ending B is the same as in FIG. 23(B), and is Continuation Effects 1.
[0160] The control of the effects when the game state is controlled to ending B (sections 2 and 3) is the same as that shown in FIG. 23(C). The control of the effects when the ending B as the game state continues is the same as that of FIG. 23(D), that is, continuation effect 2.
[0161] Here, as described above, if at least one of Condition 2 and Condition 3 is met while staying in Section 2, the sub-controller 26b continues to control the effects of the set being executed at the time this condition was met (FIG. 23(C)) until that number of games 31G is completed. Then, in response to the completion of that number of games 31G, the display unit 17 displays the same screen as FIG. 23(D), and then displays the same screen as FIG. 23(E). Therefore, in this embodiment, the final set executed in response to the fulfillment of conditions 2 and 3 is displayed on the display unit 17 by subtracting the number of games in which the above-mentioned effects were executed (15G in the example of section 2 in Figure 28) from the number of games 31G (see Figure 23 (E)).
[0162] In this way, the gaming machine of this embodiment matches the control of the game state with the control of the presentation, but the progress of the game and the progress of the presentation can be performed in the same way as in the first embodiment. Note that the gaming machine of this embodiment has the effect of being able to add an element of surprise to the ending of the game, just like the first embodiment.
[0163] (Third embodiment) Next, a third embodiment of the present invention will be described. The gaming machine 10 according to the third embodiment has the same basic configuration (FIGS. 1 to 3, etc.) as the gaming machine 10 according to the previous embodiment. Therefore, differences from the previous embodiment will be described below. In the following description and drawings, parts that perform the same functions as those in the above-described embodiment are denoted by the same reference numerals.
[0164] The gaming machine 10 according to this embodiment differs from the above-described embodiment in the winning combinations that are the lottery results of the internal lottery process and the game value (number of medals paid out) that is awarded when each winning combination is achieved. For example, as shown in FIG. 29, as cherry roles, there are provided a weak cherry role and a strong cherry role, which have different combinations of corresponding symbols. In addition, as a game value awarded when each winning role is won, 10 medals will be paid out when the combination of symbols corresponding to the push order bell roles 1 to 6 and the common bell role is displayed. In addition, when the push order bell roles 1 to 6 are won, if the stop button 15 is operated in an incorrect push order (five different push orders), the corresponding combination of symbols will not stop, the spilled numbers will stop, and the specified number of medals will not be paid out, but for example, one medal will be paid out. In addition, when a combination of symbols corresponding to the watermelon role or the chance eye role is displayed, three medals will be paid out regardless of the number of bets. In addition, by displaying a combination of symbols corresponding to the replay role and the cherry role (weak cherry role, strong cherry role) in a stopped state (replay mode), the player can replay the next game without inserting a medal. In this embodiment, the number of medals paid out is the same regardless of the number of bets, but the number of medals paid out may be varied depending on the number of bets. Furthermore, the number of medals paid out when a combination of symbols corresponding to each winning combination is stopped and displayed may be other than the above numbers.
[0165] The internal lottery table shown in FIG. 29 indicates the winning probability of each winning combination in a 3-bet game. For example, the probability of winning a weak cherry role is set to 1000 / 65536 for all setting values in RT0 and RT1, and the probability of winning a strong cherry role is set to 80 / 65536 for all setting values in RT0 and RT1. The losing role can only be won with RT0, and the winning probability is set at 2437 / 65536. Although the losing role can only be won with RT0, it is not limited to this and can also be set to be won with RT1. For Bonus Role 1, the winning probability is set at 6653 / 65536 for all setting values in RT0, and you can win only in the game in which you win. In addition, the bonus role 1 is won only in a 3-bet game, and is won alone without overlapping with other small roles. However, it is not limited to this, and it may be won overlappingly in some cases when other small roles (for example, chance role or cherry role) are won.
[0166] The internal lottery table shown in Figure 29 is assumed to be common to all setting values, but this is not limited to this. For example, it may be set so that the higher the setting, the higher the probability of winning a rare role. Furthermore, the internal lottery table shown in FIG. 29 shows the case of a 3-BET game, but in the case of a 2-BET game, the winning probabilities of each winning combination may be the same or may be different.
[0167] (Details of each game state (stage)) Next, each game state of the gaming machine 10 according to this embodiment, the transition of each game state, and the game characteristics based on each game state will be described with reference to Figure 30. Note that the transition of the RT state is the same as in the above-mentioned embodiment, so the description will be omitted (Figure 9(A)). Unless otherwise specified below, the timing of transition from each game state to another game state is basically after the third reel is stopped in the game in which the transition condition is met (or after the medals have been paid out). However, this is not limited to this, and transition may occur from the next game after the transition condition is met.
[0168] As shown in Figure 30, the gaming machine 10 of this embodiment has the following gaming states: a normal stage (normal gaming state, first gaming state), a Pt specialized stage (specialized gaming state, first gaming state), a CZ stage, and a special stage (second gaming state). Furthermore, the normal stage is divided into normal stage A and normal stage B, the CZ stage is divided into CZ1 and CZ2, and the special stage is divided into special stage A and special stage B. The normal stage and Pt-specialized stage are controlled by non-AT. Therefore, the longer you stay in these stages, the longer it will be difficult for the player to increase their medals, which is disadvantageous for the player.
[0169] In the special stage, special stage A is controlled by the AT, and special stage B is partially controlled by the AT. Therefore, while staying in the special stage, medals tend to increase, which is advantageous for the player. Therefore, players will play with the aim of moving from the normal stage to the special stage and staying in the special stage for as long as possible after the transition.
[0170] (Normal section, advantageous section) As shown in FIG. 30, the gaming zone of the gaming machine 10 has a normal zone and an advantageous zone, and during a game, the main control unit 25b (zone control means) controls the gaming machine 10 to one of the zones. The normal zone is a play zone when staying in normal stage A, and the advantageous zone is a play zone when staying in a stage other than normal stage A. The condition for transitioning from the normal zone to the advantageous zone is that when a role other than a replay role is won in the normal zone, the zone transitions from the normal zone to the advantageous zone after the third reel of the winning game is stopped (arrow a in Figure 30). However, without being limited to this, the transition from the normal zone to the advantageous zone may be triggered, for example, by the stopped display of a combination of symbols corresponding to a predetermined winning role, or the stopped display of a combination of symbols that does not correspond to a predetermined winning role (for example, a losing combination or a bell drop).
[0171] The conditions for transitioning from the advantageous zone to the normal zone depend on the game results during each stage, and the advantageous zone ends and transitions to the normal zone. For example, the transition occurs when the player does not win the lottery to move to the special stage in the CZ stage, or when the special stage ends (arrows h and k in Figure 30). In addition to this, if the advantageous zone limiter is reached, the advantageous zone ends and transitions to the normal zone.
[0172] (Game-related counters) During the favorable period, in addition to the counters described in the above embodiment, information regarding the following counters is stored in RAM. Counter C: Count of the number of games played during the special stage Counter D: The number of coins acquired during the special stage (the difference between the number of coins) Counter E: Count value of ceiling game number Counter F: Count value of Pt (points)
[0173] Counter C is a counter that counts the number of games played during the special stage, and the main control unit 25b starts counting when the non-AT state transitions to the AT state. Counter D is a counter that counts the number of medals acquired during the special stage, and the main control unit 25b starts counting when the non-AT state transitions to the AT state. Counters C and D are set to initial values at the start of the special stage. The values of Counters C and D are displayed as "remaining number of coins" and "remaining number of games" on the display unit 17 during the special stage.
[0174] Counter E is a counter relating to the upper limit number of plays in the normal stage. Specifically, the main control unit 25b sets the ceiling game number determined in the ceiling game number lottery described later in a counter E, and subtracts 1 from the value of this counter E every game. Then, when the value indicated by the counter E reaches "0" (hereinafter also referred to as when the ceiling game number is reached), the main control unit 25b controls so as to transition from the normal stage to the CZ stage.
[0175] Counter F is a counter related to Pt (points) awarded during the normal stage and Pt-specialized stage. Specifically, the main control unit 25b adds (counts) the additional points determined in the "additional points lottery" described later to the value of the counter F in the normal stage and the Pt-specialized stage. The accumulated and stored value of counter F is referenced in the lottery for transition to the special stage in the CZ stage. The values of these counters are erased (initialized) when the advantageous period ends.
[0176] (Details of each stage) (Normal stage) The normal stage is entered when the gaming machine 10 is reset, when the set value is changed (including when the set value is re-entered), or when the advantageous zone ends. As mentioned above, the normal stage has a state in which it is controlled in a normal zone (hereinafter, this state will be referred to as normal stage A), and a state in which it is controlled in an advantageous zone (hereinafter, this state will be referred to as normal stage B). If the main control unit 25b determines that the conditions for transitioning to the advantageous zone are met in normal stage A, it controls the transition to the advantageous zone (arrow a in Figure 30), and if it determines that the conditions for transitioning to the advantageous zone are not met, it controls the transition to stay in the normal zone. In other words, the duration of stay in normal stage A is extremely short, and the player will spend most of the time in normal stage B during the game.
[0177] In addition, normal stages have "modes" that affect the transition to CZ stages and Pt-specialized stages. The mode is set in three stages (mode 1 to mode 3), for example, and it is easy to transition to the CZ stage or the Pt specialized stage based on the relationship of mode 1<mode 2<mode 3. The number of modes is not limited to four, but may be three or less or five or more.
[0178] In normal stage A, when a favorable zone transition role is won, a "mode lottery" is executed to determine the transition destination of the game state. Specifically, the main control unit 25b refers to the "mode lottery table" shown in FIG. 31 to determine the transition destination by lottery based on the winning combination of the current game and the setting value set by the probability setting means. For example, as shown in Figure 31(a), if a winning role other than a rare role is won in this game, if setting 1 is set, the normal stage "Mode 1" will be selected with a probability of 176 / 256, the normal stage "Mode 2" will be selected with a probability of 48 / 256, the normal stage "Mode 3" will be selected with a probability of 31 / 256, and the "Special Stage" will be selected with a probability of 1 / 256. Also, when setting 6 is set, the normal stage "Mode 1" is selected with a probability of 64 / 256, the normal stage "Mode 2" is selected with a probability of 128 / 256, the normal stage "Mode 3" is selected with a probability of 63 / 256, and the "Special Stage" is selected with a probability of 1 / 256.
[0179] Also, as shown in Figure 31(b), if a rare role is won in this game, if a setting other than 6 is set, the "special stage" will be selected with a probability of 256 / 256, and if setting 6 is set, the normal stage "Mode 3" will be selected with a probability of 16 / 256, and the "special stage" will be selected with a probability of 240 / 256. In this embodiment, transition to the special stage is mainly performed via the CZ stage, so the probability of transitioning directly from the normal stage to the special stage is set to an extremely low probability.
[0180] From the results of the mode lottery, the player can predict the setting value to some extent. For example, when a performance suggesting the current mode is performed in the normal stage, it can be predicted that if a higher mode is suggested, there is a high probability that a relatively high setting value is set, and further, depending on the suggested mode, it can be predicted whether the setting value is an even value or an odd value. Also, if you win a rare role and do not move to a special stage, you can be sure that setting 6 is set. However, the present invention is not limited to this, and for example, the probability that a high mode will be selected may be higher when a relatively low setting value is set.
[0181] Furthermore, in the mode lottery, the probability that the special stage will be selected is set higher if a rare role is won than if a winning role other than the rare role is won, but this is not limiting, and the probability that the special stage will be selected may be set higher if a winning role other than the rare role is won. In addition, the probability of selecting a special stage may be made variable depending on the setting value; for example, if a relatively high setting value (e.g., setting 4 to 6) is set, it may be easier to win the lottery to move to the special stage.
[0182] If the special stage is selected as a result of the mode lottery, control is performed so that the normal stage transitions to special stage A (arrow b in FIG. 31). In this way, in this embodiment, even if the transition to the normal zone (normal stage A) occurs after the end of the AT state (special stage), if the special stage is selected in the mode lottery at the time of transition to the advantageous zone (if a specific condition is met), the transition to the special stage can be made immediately. Therefore, it is possible to make it appear as if the special stage has been consecutively won. Similarly, if the advantageous zone limiter is reached and the player moves to the normal zone (normal stage A), it can be made to appear as if the special stage has not ended. Furthermore, even if the result of playing is that the player moves to the normal section (normal stage A) after the non-AT state (for example, the CZ stage) ends, it is possible to make it appear as if the player had won the special stage during the non-AT state.
[0183] If the special stage is selected as a result of the mode lottery, a premonition effect may be executed for a predetermined number of games before transitioning to the special stage in order to heighten the player's anticipation for the special stage. In other words, the special stage may not be generated immediately, but after the premonition effect has been executed for a predetermined number of games.
[0184] On the other hand, if one of Mode 1 to Mode 3 is selected as a result of the mode lottery, the game is controlled to the normal stage (normal stage B). When controlled to normal stage B, the number of executed games remains there until it reaches the ceiling number of games described below, and when the ceiling number of games is reached, it is controlled to transition to the CZ stage. The ceiling game number is determined by lottery when a role that transitions to a favorable zone is won (ceiling game number lottery). Specifically, the main control unit 25b determines the ceiling number of games based on the mode determined in the mode lottery by referring to the "ceiling number of games lottery table" shown in FIG. The "ceiling game number" is the maximum number of games that can be played after the start of the advantageous period until the transition from the normal stage B to the CZ stage occurs. When the main control unit 25b determines that the ceiling game number has been reached during the advantageous period (when the value indicated by the counter E reaches "0"), it controls the game state to transition to the CZ stage (arrow c in Figure 30). Since the normal stage is a game state that is unfavorable to the player, the player will play the game hoping to reach the ceiling number of games as soon as possible and move on to the CZ stage.
[0185] For example, when mode 1 is selected, the ceiling number of games is set to be "128 games" with a probability of 16 / 256, "256 games" with a probability of 32 / 256, "384 games" with a probability of 80 / 256, and "512 games" with a probability of 128 / 256. Also, when setting 6 is set, the ceiling number of games is set to "128 games" with a probability of 128 / 256, and "256 games" with a probability of 128 / 256. The ceiling game number determined in the ceiling game number lottery is set in counter E.
[0186] In this way, the probability that a smaller number of ceiling games will be selected is set higher when a relatively high mode is selected. In other words, the probability that a higher mode (when a higher setting value is set) will reach the ceiling game number earlier and move to the CZ stage is higher. However, the present invention is not limited to this, and the setting may be such that the probability of a smaller ceiling game number being selected is higher when a lower mode is selected. Also, the ceiling game number may be set to be the same for all modes. Alternatively, the ceiling number of games may be determined based on the winning combination of the current game. For example, the probability of a smaller ceiling number of games being selected may be higher when a rare combination is won than when a non-rare combination is won.
[0187] Furthermore, in the normal stage A, if any of modes 1 to 3 is selected in the mode lottery, a "Pt display lottery" is executed. Specifically, it determines whether or not the total value of points (counter F value) acquired during the advantageous zone in which the player was most recently located will be displayed on the results screen. The "result screen" is a screen that displays information (game result information) regarding the game results of the special stage at the end of the special stage, such as the number of games played during the special stage (total number of games) and the number of medals won (total number won) (see Figure 51(c)). Also, as will be described in detail later, the gaming machine 10 according to this embodiment is configured to display a result screen when the advantageous zone ends.
[0188] Specifically, the sub-control unit 26b refers to the "Pt display lottery table" shown in FIG. 33 to execute the Pt display lottery based on the setting value set by the probability setting means. If the result of the lottery is "display," the total number of points earned during the current advantageous zone will be displayed on the result screen when the player operates the effect button (see Figure 51(c)).On the other hand, if "hide" is determined, the total number of points earned will not be displayed regardless of the operation of the effect button. It is assumed that the result screen will not provide any notification urging the player to operate the special button (a so-called hidden button function), but it may provide a notification urging the player to operate the special button.
[0189] Furthermore, in the normal stage A, if any of Mode 1 to Mode 3 is selected in the mode lottery, a "quiz choice number continuation lottery" is executed. Specifically, it determines whether or not the number of quiz answer options (number of option information) displayed during the quiz presentation described below will be carried over to the start of the next advantageous zone. For example, the sub-controller 26b refers to the "quiz option number continuation lottery table" shown in FIG. 34 to execute the lottery based on the set value set by the probability setting means. If the result of the lottery is a "win," the number of options displayed will remain the same at the start of the next advantageous period. On the other hand, if a "no win" is determined, the number of options will be initialized, and the number of options displayed at the start of the next advantageous period will be the initial number (for example, 3). Furthermore, if a "win" is determined, the player is notified of the fact that he or she has won in the normal stage B to which the game subsequently shifts. For example, the notification is made by displaying a letter image, a number image, a symbol image, or the like on the display unit 17. Furthermore, instead of or in addition to the notification on the display unit 17, the notification may be made by sound (words, sound effects) using the speaker 19 or by light emission using the lamp 18, or these may be combined.
[0190] In the lottery for the continuation of the number of quiz options, the probability of winning is increased when a relatively low setting value is set, as shown in Figure 34. Therefore, when playing across advantageous zones, the player can guess the setting value according to the change in the number of quiz options in the quiz presentation, which can increase the interest of the game. In addition, since it is possible to estimate the setting value across advantageous zones, it is possible to prevent the player from immediately stopping playing when, for example, the special stage or CZ stage (advantageous zone) ends and the game moves to normal stage A (normal zone).
[0191] In the normal stage B, an "additional Pt lottery" is executed in response to the tilt operation of the start lever 13 (game start operation). Specifically, the main control unit 25b operates as a bonus awarding determination means, and by referring to the "additional Pt lottery table (normal stage)" shown in Figure 35, determines whether or not to award Pt (bonus) based on the winning role of the current game. For example, if a "replay role" is won, there is a 224 / 256 probability that "0 points" will be selected, and a 32 / 256 probability that "10 points" will be selected. Note that if "0 points" is selected, no additional points will be added. In addition, if the "Common Bell Role" is won, there is a 196 / 256 probability that "10 points" will be selected, a 44 / 256 probability that "20 points" will be selected, and a 16 / 256 probability that "30 points" will be selected.
[0192] The additional points determined in the additional point lottery are counted (added) to the value of the counter F each time they are determined, and are accumulated and stored. In this way, depending on the type of winning role, a lottery is held to determine whether or not an additional bonus will be added and the amount of points to be added, resulting in a variety of winning results, which can increase the entertainment value of the game. In addition, the rarer the combination with a relatively lower probability of winning, the higher the probability of a larger Pt being added, which can increase the player's expectations.
[0193] In addition, the additional points determined in the additional point lottery are displayed on the display unit 17 (see Figure 46(c) etc.). On the other hand, if the answer to the quiz in the quiz performance described below is incorrect, the additional points determined in the additional point lottery are not displayed (see Figure 46(e)). In the additional point lottery, additional points of a negative value may be awarded, or a predetermined number of points may be awarded uniformly. Furthermore, in the case of the additional Pt lottery, the determination of the additional Pt is explained as being determined uniformly regardless of the setting value set by the probability setting means, but this is not limited to this, and the probability of determining the additional Pt may be made different for some or all of the setting values.
[0194] In addition, in the normal stage B, a "Pt specialized stage transition lottery" is executed in response to the tilt operation of the start lever 13 (game start operation). Specifically, the main control unit 25b refers to the "Pt specialized stage transition lottery table" shown in FIG. 36 to determine whether or not to transition to the Pt specialized stage based on the winning combination of the current game and the current mode. For example, as shown in Figure 36(a), if a winning role other than a rare role is won in the current game, if mode 1 or mode 2 is set, "non-win" is selected with a probability of 256 / 256, and if mode 3 is set, "non-win" is selected with a probability of 250 / 256 and "win" is selected with a probability of 6 / 256. Also, as shown in FIG. 36(b), if a rare combination is won in the current game, "Win" is set to be more likely to be selected based on the relationship of Mode 1<Mode 2<Mode 3. As a result of the lottery, if "win" is selected, the main control unit 25b controls the gaming state to transition to the Pt specialization stage (arrow d in FIG. 30).
[0195] In addition, in the normal stage B, a "quiz execution lottery" is executed in response to the tilt operation of the start lever 13 (game start operation). Specifically, the sub-control unit 26b determines whether or not to execute a quiz effect when the winning combination in the current game is a combination in which the push order does not matter (specific combination) by referring to the "quiz execution lottery table" shown in Fig. 37. If the lottery is won, a quiz effect is executed in the current game on the display unit 17 (see Fig. 46). The push order-independent combination (specific combination) is a combination of symbols that can be matched regardless of the order in which the player presses the stop buttons 15, and can award game value (medals). For example, there are a "replay combination" and a "common bell combination."
[0196] For example, if a player wins the "replay role" and no points are awarded in the additional point lottery for that game, there is a 16 / 256 probability of winning the quiz execution lottery, and if points are awarded in the additional point lottery for that game, there is a 128 / 256 probability of winning the quiz execution lottery. Additionally, if you win the "Common Bell," you have a 128 / 256 chance of winning the quiz lottery. In addition, the button press order-independent role is not limited to a replay role or a common bell role, but can also be, for example, a miss role (special role).
[0197] If a participant wins the quiz execution lottery, the type of quiz to be executed is determined by lottery (quiz selection lottery). Specifically, the sub-control unit 26b refers to the "quiz selection table" shown in FIG. 38 to determine one question from among a plurality of quizzes (for example, 256 questions). Each quiz has a plurality of choices corresponding to the quiz, and one of the choices is set as the correct answer. For example, as shown in FIG. 38, three options are set for the quiz "What is the abbreviation for assist time?": "MB," "RT," and "AT," with "AT" set as the correct answer option.
[0198] Each option is associated with a type of stop button. For example, "MB" is set to the "left stop button," "RT" to the "middle stop button," and "AT" to the "right stop button." In the quiz presentation, the answer to the quiz can be selected depending on the manner in which the player operates the stop button 15, and the main control unit 25b operates as an operation manner determination means to determine the manner in which the player operates the stop button 15, and for example, to select as the answer an option corresponding to the stop button 15 operated in the first reel stopping operation. In other words, in the above example, if the "right stop button" is operated to stop the first reel, it is a correct answer, and if the "middle stop button" or "left stop button" is operated, it is an incorrect answer. The answer to the quiz may be selected according to the operation mode not only when the first reel is stopped, but also when the second reel or the third reel is stopped. In addition, in the quiz selection lottery, the winning probability (random number value) for all quizzes is the same, but this is not limiting, and the winning probability (random number value) may be different for each type of quiz. For example, the winning probability (random number value) may be different depending on the difficulty of the quiz.
[0199] (Quiz production) Next, an example of the quiz presentation will be described. During the normal stage, for example, a presentation screen such as that shown in FIG. 46(a) is displayed on the display unit 17, and the acquired points 60 indicating the points (value of counter F) acquired up to now are displayed at the bottom of the screen. When the user wins the button press order-independent role and then wins the quiz execution lottery, the sub-control unit 26b causes the display unit 17 (option information display means) to display, for example, a quiz screen S as shown in Figure 46(b). The quiz screen S displays the content of the quiz selected in the quiz selection lottery and a plurality of options 61 (option information) corresponding to the quiz. For example, the question "What is the abbreviation for assist time?" is displayed, and three options, "MB," "RT," and "AT," are displayed as option 61.
[0200] When the quiz screen S is displayed and the player performs an operation corresponding to the correct answer option (specific option information) in the first reel stop operation (when the right stop button is operated first), the player is notified that the answer to the quiz is correct, and the bonus Pt 62 (specific information) determined in the bonus Pt lottery for this game is displayed on the display unit 17 (specific information display means) (Figure 46 (c)). Then, when the player stops the third reel, the value of the additional Pt62 is added to the acquired Pt60 (FIG. 46(d)). It should be noted that if "0 points" is selected in the additional Pt lottery, it is assumed that "0" will be displayed for the additional earned Pt 62, but it is also possible not to display this.
[0201] On the other hand, if the player does not perform an operation corresponding to the correct answer option when stopping the first reel (if the left stop button or the center stop button is operated first), the player will be notified that the quiz is incorrect, and the bonus points 62 determined in the bonus points lottery for this game will not be displayed (Figure 46(e)). Also, the value of the acquired points will not be updated (Figure 46(f)). If the quiz is answered incorrectly, an additional Pt 62 may be announced, and in this case, it is preferable to announce a Pt value different from the Pt value awarded if the answer is correct.
[0202] In this way, the gaming machine 10 of this embodiment can execute a quiz presentation when a button-press order-independent role (replay role, common bell role, losing role, etc.) is won in the internal lottery process, and if the player answers the quiz correctly, the player is notified that a bonus (Pt) has been awarded, whereas if the player answers the quiz incorrectly, the player is not notified that a bonus (Pt) has been awarded. As a result, the quiz is executed when the push order doesn't matter role is won, so even if the player operates the stop button 15 in any push order, the game value given does not change, so even a player with a low rate of correct answers to the quiz can enjoy the quiz performance. Furthermore, players with a high rate of correct answers to quizzes will be able to easily recognize the exact number of points they have acquired, and will therefore be able to easily determine the setting if, for example, there is a setting difference in the probability of winning a transition to a special stage depending on the points acquired.
[0203] (Pt specialized stage) The Pt-specialized stage is a stage in which one set consists of five games and a large amount of Pt can be acquired. Note that one set is not limited to five games, and any number of games may be used. When five games have been played in the Pt-specialized stage, the main control unit 25b controls the gaming state to transition to the normal stage B (arrow e in FIG. 30).
[0204] In the Pt specialization stage, an "additional Pt lottery" is executed in response to the tilt operation of the start lever 13 (game start operation). Specifically, the main control unit 25b (benefit awarding determination means) determines whether or not to award Pt (benefit) based on the winning role of the current game by referring to the "additional Pt lottery table (Pt specialized stage)" shown in Figure 39. For example, if the "replay role" is selected, there is a 224 / 256 probability that "10 points" will be selected, a 16 / 256 probability that "20 points" will be selected, and a 16 / 256 probability that "30 points" will be selected. In addition, if the "Common Bell Role" is won, there is a 128 / 256 probability that "20 points" will be selected, a 96 / 256 probability that "30 points" will be selected, and a 32 / 256 probability that "50 points" will be selected. As in the normal stage B, the additional points determined in the additional point lottery are counted (added) to the value of the counter F each time they are determined, and are accumulated and stored. In this way, unlike the additional Pt lottery that is carried out during the normal stage, Pt is always awarded for all winning combinations. However, it is not limited to this, and it is also possible to configure so that no points are awarded when some winning combinations are won.
[0205] Furthermore, in the Pt-specialized stage, a "quiz-related effect execution lottery" is executed in response to the tilt operation of the start lever 13 (game start operation). Specifically, the sub-control unit 26b refers to the "quiz-related effect execution lottery table" shown in Figure 40 and determines whether or not to execute an effect that will make it easier for the player to answer the quiz correctly, based on the setting value set by the probability setting means. For example, it is determined whether to execute an effect suggesting the correct answer to the quiz (correct answer suggestion effect), an effect reducing the number of options in the quiz (option subtraction effect), or the like.
[0206] In the quiz-related effect execution lottery, as shown in FIG. 40, the higher the set value, the easier it is to win the correct answer suggestion effect or the option subtraction effect. If the result of the lottery is that the correct answer suggestion effect is won, the sub-control unit 26b determines one quiz question, and when that quiz is performed in the quiz effect, displays information (specific choice suggestion information) on the display unit 17 (specific choice suggestion information display means) that allows the player to easily select the correct answer option. Furthermore, if the result of the lottery is that the option subtraction effect is won, the sub-control unit 26b displays information (option reduction suggestion information) on the display unit 17 (option reduction suggestion information display means) suggesting that the number of options for each quiz will be reduced in the quiz effect.
[0207] (Suggestion of the correct answer) FIG. 47 shows an example of a presentation when a correct answer suggestion presentation is executed. During the Pt specialization stage, for example, a presentation screen such as that shown in FIG. 47(a) is displayed on the display unit 17, and the acquired Pt 60 is displayed at the bottom of the screen. As a result of the quiz-related effect execution lottery, if the correct answer suggestion effect is won, specific option suggestion information 63 that enables the player to recognize the correct answer option for the quiz is displayed on the display unit 17. For example, as shown in Figure 47(b), information that enables the player to recognize the correct answer option for the quiz "What is the abbreviation for assist time?" (for example, "AT is the abbreviation for assist time" is displayed). In addition, in the example shown in Figure 47, the additional Pt62 determined in the additional Pt lottery is displayed (Figure 47(c)), and the value of this additional Pt62 is added to the earned Pt60 (Figure 47(d)). In this way, the Pt-specialized stage may suggest the answer to the quiz, so when the quiz is performed in a quiz presentation, the player can use this as a basis for selecting the correct answer option.
[0208] (Choice subtraction effect) FIG. 48 shows an example of a presentation when the option subtraction presentation is executed. As a result of the quiz-related performance execution lottery, if the option subtraction performance is won, option reduction suggestion information 64 is displayed on the display unit 17. For example, in the quiz performance, information suggesting that the number of quiz options will be reduced (for example, "I feel like I've gotten smarter," "Option -1") is displayed on the display unit 17.
[0209] If the number of quiz options is reduced by winning the option subtraction effect in the Pt-specialized stage, when the quiz effect is executed in the normal stage to which the player transitions after the Pt-specialized stage ends, the number of options 61 other than the correct option (specific option information) will be reduced and displayed, as shown in Figure 49. The example shown in FIG. 49 shows a case where the option subtraction effect lottery is won once, and one option is subtracted, leaving two options to be selected. In this way, each time the option subtraction effect is won in the quiz-related effect execution lottery, the number of options in the quiz is subtracted by one. In other words, if the option subtraction effect lottery is won twice, the quiz options are displayed with only one option (only the correct option is displayed), so the correct answer is confirmed. Note that if the option subtraction effect lottery is won when the correct answer has been confirmed, the right to subtract options may be carried over.
[0210] Furthermore, when the number of options for a quiz is reduced in the Pt-specialized stage, the number of options 61 can be maintained in a reduced state until control is shifted to the normal section. Specifically, after transitioning from the advantageous zone to the normal zone, the number of quiz options will remain reduced during the "quiz option number continuation lottery" executed in normal stage A until a "no win" is determined. Therefore, in the Pt-specialized stage, the number of quiz options may be reduced, allowing the player to easily select the correct option in the quiz presentation.
[0211] In this way, by executing the correct answer suggestion effect and the option subtraction effect, the player can easily select the correct option for the quiz and can grasp the points acquired by lottery (adding them to the acquired points 60 on the display unit 17). Therefore, the cumulative number of points acquired, which is used for setting determination, etc., can be accurately grasped.
[0212] It is assumed that quiz effects will not be performed during the Pt specialization zone, but this is not limitative and they may be performed. Also, during the Pt-specialized stage, it is assumed that the number of games up to the ceiling number of games (value of counter E) is not counted, but this is not limited to this and it may be counted. Note that if it is counted, if the ceiling number of games is reached during the Pt-specialized stage, it may be configured to immediately transition to the CZ stage, or it may be configured to transition to the CZ stage after the Pt-specialized stage is completed.
[0213] (CZ Stage) The CZ stage is positioned as a chance zone because it is a game state in which it is easier to transition to a special stage than a normal stage. The CZ stage consists of CZ1 and CZ2, with CZ1 controlled to the AT state and CZ2 controlled to the non-AT state. CZ1 continues until five push order navigations occur, and when five push order navigations occur, the main control unit 25b controls to transition to CZ2 (arrow f in FIG. 30). CZ2 consists of 5 games per set, and in the final game (the 5th game), a result animation will be performed to determine whether or not to move on to a special stage.
[0214] In the CZ stage, a "special stage transition lottery" is executed in response to the tilt operation of the start lever 13 (game start operation) when entering CZ1. Specifically, the main control unit 25b determines whether or not to transition to the special stage by referring to the "special stage transition lottery table" shown in FIG. For example, if the current total value of Pt (value of counter F) is "0 to 500", the probability of "winning" is 64 / 256, if it is "501 to 750", the probability of "winning" is 96 / 256, if it is "751 to 1000", the probability of "winning" is 128 / 256, if it is "1001 to 1250", the probability of "winning" is 160 / 256, if it is "1251 to 1500", the probability of "winning" is 192 / 256, and if it is "1501 or more", the probability of "winning" is 256 / 256. In this way, the larger the total value of points accumulated during the normal stage and the Pt-specialized stage, the higher the probability of moving on to the special stage. In the special stage transition lottery, it is assumed that the same applies to all setting values, but this is not limited to this. For example, the setting may be set so that the higher the setting, the higher the probability of winning.
[0215] The results of the special stage transition lottery will be announced in the final game of CZ2. For example, in CZ1, an effect image is displayed in which the main character prepares for a fight, and in CZ2, an effect image is displayed in which the main character fights an enemy character as a series of effects spanning multiple games. If the special stage transition lottery is won, an image of the main character winning in the final game of CZ2 is displayed, and a transition to the special stage is announced. In addition, the main control unit 25b controls the game state to transition to special stage A (arrow g in Figure 30). On the other hand, if the player does not win the special stage transition lottery, an image of the main character being defeated is displayed to notify the player that the game will not transition to the special stage. Also, the main control unit 25b controls the game state to transition to the normal stage A (arrow h in FIG. 30).
[0216] In addition, in the CZ stage, a "bonus lottery" will be held when a rare role is won. Specifically, the sub-controller 26b refers to the "benefit awarding lottery table" shown in FIG. 42 to determine whether or not to award a benefit based on the set value set by the probability setting means. In the bonus lottery, as shown in FIG. 42, the higher the set value, the easier it is to win. In this case, if the player does not win the special stage transition lottery held when entering CZ1, the player will be granted the right to transition to the special stage as a bonus, and if the player wins the special stage transition lottery, the player will be granted the bonus of the difference in number of coins (for example, 30 coins) to be added to the initial difference in number of coins in the next special stage A to be transitioned to. Also, if a rare role is won in CZ2, the content of the offense and defense during the battle performance may change, changing the sense of anticipation for moving on to the special stage.
[0217] Furthermore, after transitioning from the CZ stage to the normal stage, the display screen on the display unit 17 will display the CZ stage display screen until the game state transitions to normal stage B (transitions to the advantageous zone). When transitioning from the CZ stage to the normal stage, setting suggestion information that can suggest the setting value set by the probability setting means may be displayed on the display unit 17. For example, by displaying a character that is preset according to each setting value from among a plurality of characters on the display unit 17, it may be possible to predict the setting value to some extent from the displayed character.
[0218] (Special Stage) The special stage consists of special stage A and special stage B, with special stage A being controlled in AT state and special stage B being controlled partially in AT state. Special Stage A is managed by the difference in number of coins (difference-number-managed type), and the game progresses by consuming (subtracting) the difference in number of coins (remaining difference in number of coins) depending on the winning role of the current game, and can continue until the remaining difference in number of coins becomes "0". When the remaining difference in the number of coins becomes "0" in the special stage A, the main control unit 25b controls the stage to transition to the special stage B (arrow i in FIG. 30).
[0219] Special Stage B consists of 10 games per set, and is managed by the number of games (game number management type).The game progresses by consuming (subtracting) 1 game (remaining number of games) for each game, and continues until the number of remaining games becomes "0". When the number of remaining games in special stage B becomes "0", if the special condition described below is met, the main control unit 25b controls the transition to special stage A (arrow j in Figure 30), and if the special condition described below is not met and the right to continue the special stage described below has not been granted, the main control unit 25b controls the transition to the normal stage (arrow k in Figure 30). In this way, the special stage can be executed repeatedly (consecutively) depending on the game result during the special stage B.
[0220] (Special Stage A) Special Stage A is the first stage you stay in after entering the special stage, and when you enter Special Stage A, the initial difference in number of coins (for example, 100 coins) is awarded as the remaining difference in number of coins. In addition, if you win the bonus lottery in the CZ stage you visited immediately before and the additional difference in number of sheets has been determined, the additional difference in number of sheets will be added to the initial difference in number of sheets. Special Stage A is managed by the difference in number of coins, so if a winning combination with a payout number greater than the number of bets is won, the remaining difference in number of coins will decrease, while if a winning combination with a payout number less than the number of bets is won, the remaining difference in number of coins will increase.
[0221] In the special stage A, a "Bell Navi right lottery" is executed in response to the tilt operation of the start lever 13 (game start operation). Specifically, the main control unit 25b refers to the "Bell Navi right lottery table" shown in FIG. 43 to determine whether or not to grant the Bell Navi right based on the winning combination of the current game. The "Bell Navigation Right" is a right that allows you to generate push order navigation, and if you win the push order bell role in Special Stage B, you can generate push order navigation if you have the Bell Navigation Right. That is, the Bernavi right acquired in the Bernavi right lottery can be consumed in another game state (special stage B).
[0222] For example, if the "replay role" or the "push order bell role" is won in the current game, the probability of "one bell navi right" being selected is set to 1 / 256. In addition, if the "Common Bell Role" is won, there is an 8 / 256 probability that "1 Bell Navi Right" will be selected. In addition, if the "Strong Cherry Role" is won, there is a 160 / 256 probability that "1 Bernavi Right" will be selected, a 64 / 256 probability that "2 Bernavi Right" will be selected, and a 32 / 256 probability that "3 Bernavi Right" will be selected. The Bernavi rights are counted (added) each time they are granted, accumulated and stored, and erased (reset) when moving from the advantageous zone to the normal zone. Note that the number of Bernavi rights granted is not limited to this, and may be four or more, or a predetermined uniform number of rights may be granted.
[0223] (Special Stage B) Special stage B is controlled to a partial AT state, and this partial AT control of the game occurs when the player has the Bell Navi right and wins the push order bell role. In the special stage B, the game is played for 10 games, and if a special condition is met before the 10 games are played, the special stage is executed again (a consecutive game is played). Also, if the special condition is met before the 10 games are played, the main control unit 25b controls the remaining game period of the special stage B to the AT state.
[0224] "A special condition is met" when, for example, the total number of times the "push order bell role is won" or the "push order navigation occurs" reaches a predetermined number (for example, 5 times). For example, if the push order bell role is won five times and the push order navigation occurs five times, or if the push order bell role is won two times and the push order navigation occurs three times, etc. Here, the "number of times that the push order bell role has been won" refers to the winning of the push order bell role when the push order navigation does not occur. In other words, it is when the player correctly presses the push order bell role on their own and the push order bell role has been won. In Special Stage B, the push order navigation is not generally announced, so if you have the Bell Navi right, you can generate the push order navigation by consuming the Bell Navi right if you win the push order bell role. In other words, the more Bell Navi rights you have, the easier it is for the special conditions to be met. Also in the special stage B, a Bernavi right lottery is executed, similar to the special stage A. Specifically, the main control unit 25b executes a lottery to acquire the Bernavi right based on the winning combination of the current game, by referring to the "Bernavi right lottery table" shown in Fig. 43.
[0225] The "fulfillment of special conditions" is not limited to the above conditions. For example, the predetermined number (for example, 5 times) can be set to any number of times. Also, if the total number of times the push order bell role is won and the push order navigation occurs is 0, it may be determined that a special condition has been met as a special benefit.
[0226] In the special stage B, a continuous performance is executed to heighten the player's anticipation of the continuation of the special stage. For example, for 10 games, a performance is executed in which the main character and the enemy character battle each other. In this performance, the enemy character has HP (hit points), and at the start of special stage B, the HP is given an initial value of, for example, "5", and is subtracted when the main character attacks the enemy character during the performance. Specifically, when the push order bell role is won or the push order navigation occurs, the main character attacks the enemy character in the current game, and HP is reduced by 1 (see FIG. 50(a)). In addition, in the push order navigation that occurs when the bell navigation right is consumed, even if the player presses the buttons incorrectly and the push order bell role does not win, the main character will attack the enemy character and HP will be reduced by 1.
[0227] If HP reaches "0" before 10 games are played in special stage B, an image of the main character defeating the enemy character is displayed, and the continuation of the special stage (consecutive games) is confirmed (see Figure 50(b)). On the other hand, if the remaining HP is "1" or more after 10 games have been played, an image of the main character being defeated by an enemy character is displayed (see FIG. 51(b)). Therefore, during the special stage B, the game has a characteristic that the player progresses through the game in the hope that the special stage will continue (the special condition will be met) by defeating the enemy character.
[0228] Also, in special stage B, if HP remains at "1" or more after 10 games have been played, i.e., if the special conditions have not been met, a continuation lottery will be held to see whether the special stage will continue. For example, the main control unit 25b (determination means) determines whether or not to grant the special stage continuation right based on the continuation rate calculated using the following formula. Continuation rate = "Number of times the push order bell role is won" or "Number of times the push order navigation occurs" x 10% + "Number of remaining bell navigation rights" x 10% + 10% (initial value) (formula)
[0229] Specifically, the continuation rate is calculated by multiplying the total number of "number of times the push order bell symbol is won" and "number of times the push order navigation occurs" at the end of Special Stage B by 10%, adding the number of "remaining bell navigation rights" multiplied by 10%, and then adding the initial value (10%). A lottery will be held only once based on the continuation rate calculated using the formula above. If the continuation rate is 100% or higher, the right to continue to the special stage will be granted. If the continuation rate is less than 100%, a lottery will be held to determine whether or not to grant the right to continue to the special stage based on the continuation rate. In addition, if the calculated continuation rate is 100% or more, the value calculated by "the portion of the continuation rate exceeding 100% divided by 10" is controlled to be carried over to the next special stage B as the number of Bernavi rights. In this way, the special stage can be continued based on the continuation rate, so the player can be prevented from feeling a sense of loss, for example, thinking, "If only I had gotten the push order bell symbol one more time, I could have won the consecutive games." In addition, if the push order bell role is not won during Special Stage B and the bell navi right remains, it is possible to prevent the bell navi right from going to waste.
[0230] In addition, in special stage B, if the right to continue the special stage is not granted in the continuation lottery based on the continuation rate, a "special stage continuation lottery" will be held. Specifically, the main control unit 25b (determination means) determines whether or not to grant the right to continue the special stage based on the setting value set by the probability setting means by referring to the "special stage continuation lottery table" shown in Figure 44. In the special stage continuation lottery, as shown in FIG. 44, the higher the setting value, the easier it is to win. In this way, when the right to continue the special stage is granted in the lottery based on the continuation rate or the special stage continuation lottery, the main control unit 25b controls the transition to the special stage A, and the special stage continues. In this case, as a presentation, an image may be displayed in which the HP reaches "0" and the main character defeats the enemy character, or a revival presentation, which will be described later, may be executed.
[0231] In addition, in Special Stage B, if the continuation of the special stage is confirmed by the fulfillment of special conditions before 10 games are played, a "lottery for the additional difference in number of coins" will be held. Specifically, the main control unit 25b determines the difference in the number of coins to be added based on the winning combination of the current game by referring to the "additional difference in number of coins lottery table" shown in FIG. For example, if the "replay role" is won, "10 coins" is selected with a probability of 1 / 256, if the "common bell role" is won, "10 coins" is selected with a probability of 240 / 256, "20 coins" is selected with a probability of 16 / 256, and if the "strong cherry role" is won, "30 coins" is selected with a probability of 256 / 256. The additional difference in number of coins determined in the additional difference in number lottery will be added (added) to the initial difference in number of coins (100 coins) of the next Special Stage A to be moved to.
[0232] In the above explanation, it is assumed that when the Bell Navi right is consumed, the push order navigation will always be generated, but this is not limited to this, and the push order navigation may also be generated with a predetermined probability (for example, 50%). In addition, in the special stage performance, the HP of the main character may also be set, and the HP of the main character may be set to decrease when a bell is dropped, and when a predetermined number of bell drops occur, the main character may be defeated. Furthermore, when entering a special stage, the enemy character may be determined by lottery. For example, the enemy character may be determined based on a set value set by a probability setting means, and a low setting may be set so that a stronger enemy character (a character with a large HP value) is more likely to be selected than a high setting.
[0233] (Transition of game state and display mode regarding continuation of special stage) Next, the transition of the game state regarding the continuation of the special stage and the display contents on the display unit 17 will be described. In this embodiment, the main control unit 25b (area control means, game state control means) controls the lottery for various bonuses and the transition of game zones and game states, and transmits control information related to this control from the main control unit 25b to the sub-control unit 26b, which then controls the presentation related to the transition of game states and the corresponding presentation images. The execution of effects that are not directly related to the transition of the game zone or game state may be controlled independently by the sub-controller 26b without receiving control information from the main controller 25b. However, it is necessary to receive control information that triggers the effects (for example, winning information for a rare combination).
[0234] FIG. 50 shows the transition of the game state and the change of the display contents on the display unit 17 when the special stage continues (continuous win). Specifically, this is an example of a case where, during special stage B, a special condition is met or the right to continue the special stage is granted (a lottery based on the continuation rate or a special stage continuation lottery is won), thereby determining the continuation of the special stage, and then the game status transitions from special stage B to special stage A.
[0235] First, during the period in which the continuation of the special stage B has not been confirmed ((1) in FIG. 50), for example, an effect in which the main character and enemy character fight each other as shown in FIG. 50(a) is executed on the display unit 17. If the continuation of the special stage is confirmed during this period (special conditions are met or the right to continue the special stage is granted), an image of the main character winning (for example, text information such as "WIN!") as shown in Figure 50(b) will be displayed on the display unit 17 in the final game of special stage B.
[0236] Then, after the third reel is stopped in the final game ((2) in FIG. 50), the game state shifts from special stage B to special stage A. Next, when a game start operation for the next game is performed ((3) in FIG. 50), the presentation of special stage A begins on display unit 17. As the presentation of special stage A, for example, a presentation image of the main character moving forward through a grassland, as shown in FIG. 50(c), is displayed on display unit 17. In the example shown in FIG. 50, the special stage continues (continuously), so the game is controlled continuously in the advantageous zone, and the result screen and the game results of the special stage are not displayed.
[0237] FIG. 51 shows the transition of the game state and the change of the display contents on the display unit 17 when the special stage does not continue (continue). Specifically, this is an example of a case where, during special stage B, the special conditions are not met and the right to continue the special stage is not granted, so it is decided that the special stage will not continue, and then the game status transitions from special stage B to the normal stage.
[0238] In the final game of the special stage B, if the special condition is not met and the right to continue the special stage is not granted, an image of the main character being defeated (for example, text information such as "LOSE...") as shown in Figure 51(b) is displayed on the display unit 17 (hereinafter also referred to as a defeat effect). In other words, an effect suggesting that the special stage B is coming to an end is executed. Then, after the third reel is stopped in the final game ((2) in Figure 51), the game zone transitions from the advantageous zone to the normal zone, and the game state transitions from special stage B to normal stage A (hereinafter, this control will be referred to as specific control). Next, when a game start operation for the next game is performed ((3) in FIG. 51), the game state is controlled to normal stage A, but a defeat effect indicating the end of special stage B continues to be executed on the display unit 17 ((b) in FIG. 51). This defeat effect continues to be executed until the game transitions to the advantageous zone ((4) in FIG. 51).
[0239] After that, if a winning combination that transitions to a favorable zone occurs during normal stage A, after the third reel of the winning game is stopped ((5) in Figure 51), the game zone transitions from the normal zone to the favorable zone, and the game state transitions from normal stage A to normal stage B. At this time, if one of Modes 1 to 3 is selected as a result of the mode lottery executed in response to the winning of the advantageous zone transition role, that is, if the normal stage is determined as the transition destination, a result screen is displayed on the display unit 17 instead of the defeat effect image, as shown in Fig. 51(c). The result screen displays the game result 65 of the immediately preceding special stage. The game result 65 includes, for example, the number of games played during the special stage (total number of games), the number of medals acquired during the special stage (total number of medals acquired), the number of times the special stage continues, and the like. Next, when a game start operation for the next game is performed ((6) in FIG. 51), the result screen and game result 65 are hidden, and the normal stage presentation as shown in FIG. 51(d) begins on the display unit 17.
[0240] In this way, the gaming machine 10 of this embodiment executes an effect (for example, a defeat effect) that suggests the end of the special stage that was previously controlled, during the period in the normal zone and normal stage to which it has transitioned due to the execution of specific control, until it is controlled to the advantageous zone due to the winning of the advantageous zone transition role. Thereafter, when the game is controlled to the advantageous zone due to the winning of the advantageous zone transition role, the game result of the special stage that was controlled immediately before is announced on the result screen. In other words, when the game moves from the special stage to the normal stage, the result screen containing the game results of the special stage is not displayed until the game moves to the advantageous zone, and the result screen is displayed at the time of moving to the advantageous zone.
[0241] In this way, immediately after the special stage ends, the result screen announcing the results of the special stage is not displayed, so even though the special stage (advantageous section) has ended and control has shifted to the normal stage (normal section), it can appear as if the special stage has not ended and is continuing. Therefore, the player can play the game with the expectation that the special stage will continue, which increases the player's interest in the game.
[0242] FIG. 52 shows the transition of the game state and the change of the display contents on the display unit 17 when it is determined that the game will move to a special stage again in the normal stage after the special stage has ended. Specifically, this is an example of a case where, during special stage B, the special conditions are not met and the right to continue the special stage is not granted, so it is decided that the special stage will not be continued, and then, when the player moves to normal stage A, it is immediately decided that the player will move to the special stage.
[0243] First, during the period from when the player is in special stage B until when the player is in normal stage A ((1) in Figure 52 to (4) in Figure 52), the game state transitions in the same manner as those in (1) in Figure 51 to (4) in Figure 51 described above, and the display on the display unit 17 is performed (Figure 52 (a), (b)). Then, in normal stage A, if the special stage is selected as a result of the mode lottery that is executed in response to the winning of the advantageous zone transition role (if certain conditions are met), after the third reel of the winning game is stopped, the game zone will transition from the normal zone to the advantageous zone, and the game state will transition from normal stage A to special stage A ((5) in Figure 52).
[0244] As mentioned above, in the gaming machine 10 of this embodiment, when the gaming zone is controlled to an advantageous zone due to winning of an advantageous zone transition role in the normal stage A to which the transition is made by executing a specific control, a result screen showing the gaming results of the immediately preceding special stage and gaming result 65 are displayed ((5) in Figure 51). On the other hand, as an exception, if a transition to a special stage is decided in normal stage A, which has been transitioned to by executing a specific control, the result screen and game result 65 are not displayed ((5) in Figure 52). In addition, game results that are not displayed due to the result screen being hidden will be displayed together with the game results of other special stages on the result screen that will be displayed when the next advantageous period ends.
[0245] Next, when a game start operation for the next game is performed ((6) in FIG. 52), an effect (revival effect) suggesting a transition to a special stage is executed, as shown in FIG. 52(c). For example, an image of the main character being revived (for example, text information such as "Not yet!!") is displayed on the display unit 17. Then, after a predetermined time has elapsed, the revival effect screen is hidden, and the effect of special stage A is started on the display unit 17 (FIG. 52(d)).
[0246] In this way, in the gaming machine 10 of this embodiment, if it is decided to transition to the special stage at the timing of transitioning to the advantageous zone in the normal zone to which the special stage is transitioned after the end of the special stage (if a specific condition is met), it is possible to return to the special stage immediately after the start of the advantageous zone, making it appear as if the special stage is being played consecutively. Similarly, when the advantageous zone limiter is reached and the game transitions to the normal zone, it is possible to make it appear as if the special stage has not ended. This makes it appear as if the player has acquired more than a predetermined number of game values in one AT state (special stage), making it appear as if there is a difference in the number of game values acquired compared to other players (number of game values acquired in one AT state), and giving the player a sense of superiority in terms of how much game value he or she has acquired in one AT state (special stage).
[0247] FIG. 53 shows the transition of the game state and the change of the display content on the display unit 17 when a fake effect is executed in a special stage. The fake effect is an effect that makes it appear as if the continuation (continuous win) of the special stage is not confirmed even though it is confirmed, in order to heighten the player's expectations for the special stage. For example, it is executed in place of the winning effect (see FIG. 50) with a predetermined probability.
[0248] Specifically, in the final game of special stage B ((2) in Figure 53), if the right to continue the special stage is granted (if the lottery based on the continuation rate or the special stage continuation lottery is won), a fake performance execution lottery will be held. If the lottery is won, even though the continuation of the special stage is confirmed, a presentation (defeat presentation) is executed to suggest that special stage B will end, as shown in Figure 52(b). Then, when a game start operation for the next game is performed ((3) in FIG. 53), the game state is controlled to the special stage A, but the defeat effect continues to be displayed on the display unit 17. Thereafter, in response to a game start operation ((6) in FIG. 53), a revival effect is executed instead of the defeat effect (FIG. 52(c)). Then, after a predetermined time has elapsed, the revival effect screen is hidden, and the effect of special stage A, as shown in FIG. 52(d), begins on the display unit 17. Also, in the example shown in FIG. 53, the special stage continues (continuously), so the game continues to be controlled in the advantageous zone, and the result screen and the game results of the special stage are not displayed.
[0249] In this way, although the transition of the game zone and game state differs between "when a fake effect is executed on a special stage (Figure 53)" and "when a decision is made to transition directly to a special stage on normal stage A (Figure 52)" as mentioned above, the display content on display unit 17 is the same. This makes it difficult for the player to distinguish which state he or she is passing through, making the game more complex and increasing the player's interest. Furthermore, if a specific condition is met during special stage B and the continuation of the special stage is confirmed, the player will be able to recognize that the continuation has been confirmed, so in this case it is difficult to execute a fake effect, but it may be executed.
[0250] Furthermore, the third embodiment can also be modified as follows. In this embodiment, we have explained the case where Pt (points) are awarded as a bonus during the normal stage and Pt-specialized stage, but this is not limited to this, and the bonus can be anything that gives the player an advantage, such as the right to transition to a special stage or a CZ stage. Furthermore, in this embodiment, the case where the continuation lottery for the special stage is executed in the final game of the special stage B has been described. However, the present invention is not limited to this, and the continuation lottery may be executed during the special stage B. In addition, if a rare role is won during a special stage, a lottery will be held to add the difference in the number of coins or the number of games, and if the lottery is won, the difference in the number of coins or the number of games may be added to the remaining difference in the number of coins or the remaining number of games in the currently running stage. In addition, if a specific rare combination is won during the special stage, an add-on specialized zone may be generated in which the probability of addition is higher than in other states for a predetermined period. In addition, if a specific combination is won during the add-on specialized zone, the right to continue the special stage may be granted.
[0251] (Modification 1 of the third embodiment) Next, a first modification of the third embodiment will be described. The gaming machine 10 according to the third embodiment can also be modified as follows. The gaming machine 10 according to the first modified example of the third embodiment has a gaming state as shown in Fig. 54. Specifically, compared to the gaming state of the third embodiment (Fig. 30) described above, it differs in that it has a "result stage."
[0252] The result stage is a game state that transitions after the CZ stage or special stage ends (arrows h, k in Figure 54) and is controlled in the normal section. In the result stage, when a favorable zone transition role is won, a "mode lottery" is held to determine the transition destination of the game state. Specifically, the main control unit 25b refers to the "mode lottery table" shown in FIG. 31 to determine the transition destination based on the winning combination of the current game and the set value set by the probability setting means. As a result of the mode lottery, if any of Mode 1 to Mode 3 is selected, the main control unit 25b controls the transition to normal stage B (arrow l in FIG. 54). On the other hand, if the special stage is selected as a result of the mode lottery, the main control unit 25b controls the transition to special stage A (arrow m in FIG. 54).
[0253] Next, the transition of the game state regarding the continuation of the special stage and the display contents on the display unit 17 will be described. 55 shows the transition of the game state when the special stage does not continue (continue), and the change in the display content on the display unit 17. That is, it is the same as the example of game progress shown in FIG. In the final game of special stage B, if the special conditions are not met and the right to continue the special stage is not granted, and therefore it is decided that the special stage will not continue, a defeat animation will be executed (Figure 55(a)). Then, after the third reel is stopped in the final game ((2) in Figure 55), the game zone shifts from the advantageous zone to the normal zone, and the game state shifts from the special stage B to the result stage. Next, when a game start operation for the next game is performed ((3) in FIG. 55), the presentation of the result stage begins on the display unit 17. As a presentation during the result stage, for example, a result screen including an image of the main character gazing at the morning sun in the distance, as shown in FIG. 55(b), is displayed on the display unit 17.
[0254] After that, during the result stage, a role that transitions to a favorable zone is won, and after the third reel of the game is stopped ((5) in Figure 55), the game zone transitions from the normal zone to the favorable zone. At this time, if one of Mode 1 to Mode 3 is selected as a result of the mode lottery that is executed in response to the winning of the advantageous zone transition role, that is, if the normal stage is determined as the destination, the game result 65 will be displayed on the result screen, as shown in Figure 55(c). Next, when a game start operation for the next game is performed ((6) in FIG. 55), the result screen and game result 65 are hidden, and the normal stage presentation as shown in FIG. 55(d) begins on the display unit 17.
[0255] 56 shows the transition of the game state when it is decided to move to a special stage in the normal section after the special stage ends, and the change of the display content on the display unit 17. That is, it is the same as the example of game progress shown in FIG. During the period from staying in special stage B to staying in the result stage ((1) in Figure 56 to (4) in Figure 56), the game state transitions and displays on the display unit 17 are similar to those shown in (1) in Figure 55 to (4) in Figure 51 (Figure 56 (a), (b)). Then, in the result stage, if the special stage is selected as a result of the mode lottery that is executed when a role that transitions to a favorable zone is won (if certain conditions are met), after the third reel of the winning game is stopped, the game zone will transition from the normal zone to the favorable zone, and the game state will transition from the result stage to special stage A ((5) in Figure 56). At this time, as shown in FIG. 56(b), the game result 65 is not displayed on the result screen ((5) in FIG. 56). Next, when a game start operation for the next game is performed ((6) in FIG. 56), a revival effect is executed (FIG. 56(c)). Then, after a predetermined time has elapsed, the revival effect screen is hidden, and the effect of special stage A starts on the display unit 17 (FIG. 56(d)).
[0256] 57 shows the transition of the game state when a fake effect is executed in a special stage and the change in the display content on the display unit 17. That is, it is the same as the example of game progress shown in FIG. In the final game of special stage B ((2) in Figure 57), if the right to continue the special stage is granted (if the lottery based on the continuation rate or the special stage continuation lottery is won), a fake effect execution lottery is executed. If the fake effect execution lottery is won, a defeat effect is executed even though the continuation of the special stage has been decided (Figure 56(a)). Then, when a game start operation for the next game is performed ((3) in FIG. 57), the result screen is displayed on the display unit 17 (FIG. 56(b)) even though it has been decided that the special stage will continue. Thereafter, in response to a game start operation ((6) in FIG. 53), instead of displaying the result screen, a revival effect as shown in FIG. 52(c) is executed. Then, after a predetermined time has elapsed, instead of the revival effect screen, the effect of special stage A as shown in FIG. 52(d) is started on the display unit 17.
[0257] As described above, in the first modified example of the third embodiment, after the special stage ends, the game progresses to the result stage, and the game results of the previous special stage (advantageous zone) are not displayed on the result screen until the game progresses to the advantageous zone. Then, when the game progresses to the advantageous zone, the game results are displayed on the result screen. The gaming machine 10 according to this embodiment, which is equipped with a result stage, can also achieve the same effects as those of the above-described embodiment.
[0258] (Modification 2 of the third embodiment) Next, a second modification of the third embodiment will be described. The gaming machine 10 according to the third embodiment can also be modified as follows. The gaming machine 10 according to the modified example 2 of the third embodiment has a gaming state as shown in Fig. 58. Specifically, compared with the gaming state of the third embodiment (Fig. 30) described above, it differs in that the special stage includes a difference number addition stage (specific gaming state) and a trigger addition stage.
[0259] The difference number addition stage and trigger addition stage are controlled in AT state. In addition, the difference number addition stage and trigger addition stage are managed by the trigger number (specific value) as a management method for the AT state (trigger number management type AT). The "number of triggers" refers to the number of operations on the operation means, which include the BET button 12 (first operation means), the start lever 13 (second operation means), the stop button 15 (third operation means), etc. In the following description, an operation on the operation means is also referred to as a "trigger." Specifically, the number of operations (triggers) required for each operating means to execute one game is "1," and if the BET button 12, start lever 13, left stop button 15a, center stop button 15b, and right stop button 15c are all operated in one game, the number of triggers will be "5." Basically, the number of triggers required for one game is "5" (second number). As an exception, in a game where a replay role or a cherry role (hereinafter also referred to as a replay role) is won, there is no need to operate the BET button 12 for the next game, so the number of triggers is "4" (first number). In the difference number addition stage, the main control unit 25b operates as an update means, and the game progresses by consuming (subtracting) the remaining number of triggers (specific value) each game, and continues until the remaining number of triggers reaches the end value.
[0260] (Difference number addition stage) The difference number addition stage is entered if the player wins the "difference number addition stage transition lottery" held during special stage A (arrow n in Figure 30). Specifically, the main control unit 25b refers to the "number difference addition stage transition lottery table" shown in FIG. 59 to determine whether or not to transition to the number difference addition stage based on the winning combination of the current game. For example, the system is set to make it easier to win based on the relationship of chance symbol role < watermelon role < weak cherry role < strong cherry role.
[0261] When the difference number addition stage is entered for the first time, the initial value of the remaining trigger number is set to, for example, "25." Note that the initial value is not limited to "25" and may be any number. The difference number addition stage is managed by the number of triggers, so the duration of stay varies depending on the type of winning role in the internal lottery process. Specifically, if you win a winning role other than the replay role, the number of consumed triggers is "5", and if you win the replay role, the number of consumed triggers for the next game is "4", so the more replay roles you win, the longer you will stay in the difference number addition stage. For example, if the number of remaining triggers is "25," if you win the replay role consecutively, you can stay for 7 games ("4" x 7 games = 28 triggers), and if you win a winning role other than the replay role consecutively, you can stay for 5 games ("5" x 5 games = 25 triggers). That is, if the number of remaining triggers is "1" or more at the start of the game, the game can be executed. However, this is not limited to this, and if the number of remaining triggers is less than the number of consumed triggers corresponding to the winning combination at the start of the game, the difference number addition stage may be ended. In addition, the longer the player stays in the difference number stage, the easier it becomes to move to the trigger addition stage in the "trigger addition stage lottery" described below. Therefore, the game has a feature in which the player progresses through the game in the difference number stage in the hope of winning the re-play role.
[0262] In the difference number addition stage, an "addition difference number lottery" is executed in response to the tilt operation of the start lever 13 (game start operation). Specifically, the main control unit 25b determines the difference in the number of coins to be added based on the winning combination of the current game by referring to the "additional difference in number of coins lottery table" shown in FIG. In the internal lottery process, the probability that a larger difference in number of coins will be added increases for winning roles with a relatively low probability of winning. The difference in number of coins determined in the lottery for the difference in number of coins will be added (added) to the remaining difference in number of coins in the special stage A to which the player will subsequently move.
[0263] In the difference number addition stage, if the remaining trigger number reaches the end value (for example, "0"), a "trigger addition stage transition lottery" is executed. Specifically, the main control unit 25b refers to the "trigger addition stage transition lottery table" shown in FIG. 61 to determine whether or not to transition to the trigger addition stage based on the number of games continued in the difference number addition stage. For example, if the number of continuing games is "5 games," the probability of winning is 1 / 256, if the number of continuing games is "6 games," the probability of winning is 8 / 256, and if the number of continuing games is "7 games or more," the winning is guaranteed. In this way, the longer the number of games spent in the difference number addition stage, the higher the probability of moving to the trigger addition stage. However, without being limited to this, the shorter the number of games that continue in the difference number addition stage, the higher the probability of winning. If the trigger-addition stage transition lottery is won, the main control unit 25b controls the game state to transition to the trigger-addition stage (arrow p in Figure 30), and if the lottery is not won, the main control unit 25b controls the game state to transition to special stage A (arrow o in Figure 30).
[0264] If you win the trigger addition stage transition lottery, the ``addition trigger number lottery'' will be held. Specifically, the main control unit 25b operates as a determination unit to determine the number of additional triggers (increase) by referring to the "number of additional triggers lottery table" shown in Fig. 62. For example, the number of additional triggers is determined by lottery from 25 triggers, 30 triggers, 35 triggers, and 45 triggers. The number of added triggers (increase) determined by the lottery is announced in the destination trigger added stage, and is added (added) to the remaining number of triggers (specific value) in the difference number added stage to which the player subsequently moves.
[0265] (Trigger addition stage) In the trigger addition stage, a "trigger addition effect" is executed in which the number of added triggers determined by the lottery for the number of added triggers in the immediately preceding difference number addition stage is announced on the display unit 17 (announcement means) all at once or in parts. The trigger addition effect is performed by a simulated game, and the simulated game is performed up to three times. Then, when the number of triggers during the pseudo game reaches a predetermined number (for example, "3"), the game moves to (returns to) the difference number addition stage (arrow q in FIG. 30).
[0266] (Pseudo-game) The gaming machine 10 of this embodiment is provided with a configuration capable of executing a normal game as described above, as well as a configuration (pseudo game control means) capable of executing a pseudo game that is different from a normal game. A pseudo game is a state in which no game is actually in progress, and the operation and stopping of the reel 20 is carried out in the same way as in a normal game, making the player feel as if the game is in progress.
[0267] In addition, in the simulated game, the rotation of the reel 20 is started based on the game start operation, and when any of the operating means is operated while the reel 20 is rotating, the reel 20 is temporarily stopped and displayed with a specific symbol (such as a 7 symbol) (hereinafter referred to as a temporary stop state). In the provisionally stopped state, the reels 20 are controlled to move (swing) up and down while remaining stopped. By swinging the reels 20 in this way, a player looking at the reels 20 can recognize that the game is a pseudo-game that is different from a normal game. Furthermore, the pseudo game is a game in which no winning occurs regardless of the stopping state of the reels 20 in the provisional stop state. In other words, even if a combination of symbols corresponding to each winning combination is stopped and displayed in the provisional stop state, no winning occurs, and no game value is awarded to the player (no medals are paid out).
[0268] (Trigger addition effect) The trigger addition effect can be performed up to three times per simulated game from the start of rotation of the reel 20 until it reaches a temporary stop state, and continues until the number of triggers during the simulated game is consumed as "3". In the trigger addition effect, one effect (effect A to effect C) is executed during one simulated game, and an operation effect requiring an operation by the player is executed during each effect. Details will be described later, but for example, effect A is an operation effect that requires operation of the BET button 12, effect B is an operation effect that requires operation of the BET button 12 and the start lever 13, and effect C is an operation effect that requires operation of the BET button 12, the start lever 13, and the stop button 15. Specifically, the sub-control unit 26b displays an operation image that prompts the player to operate the operation means (BET button 12, start lever 13, stop button 15, etc.), and when the player operates the operation means corresponding to the operation image while the operation image is displayed, the number of additional triggers is notified on the display unit 17.
[0269] The type of effect to be executed during the trigger addition effect is set in advance by the scenario. "Scenario" is information that sets a predetermined number of effects to be executed during the trigger addition effect, and these predetermined number of effects are executed in order, completing the execution of one scenario. By executing one scenario, three or more triggers will be consumed during the simulated game, and the trigger addition performance (trigger addition stage) will end.
[0270] The type of scenario to be executed is determined by lottery when the trigger-added stage is entered (scenario lottery). Specifically, the main control unit 25b refers to the "scenario lottery table" shown in Figure 63 to determine which scenario to execute from among multiple scenarios based on the number of additional triggers determined in the additional trigger number lottery. For example, if the number of additional triggers is "25," the probability of selecting "Scenario 1" is 128 / 256, the probability of selecting "Scenario 2" is 64 / 256, and the probability of selecting "Scenario 3" is 64 / 256. Furthermore, when the number of additional triggers is "30," "Scenario 4" is selected with a probability of 128 / 256, and "Scenario 5" is selected with a probability of 128 / 256; when the number of additional triggers is "35," "Scenario 6" is selected with a probability of 128 / 256, and "Scenario 7" is selected with a probability of 128 / 256; and when the number of additional triggers is "45," "Scenario 8" is confirmed.
[0271] For each scenario, the type of performance to be performed is preset, as shown in the "Scenario Table" in FIG. For example, scenario 1 is set so that effect A is executed the first time and effect B is executed the second time. That is, in the trigger addition effect based on scenario 1, as shown in Fig. 65, effect A, which requires operation of the BET button 12, is executed in the first time of the pseudo game, and effect B, which requires operation of the BET button 12 and the start lever 13, is executed in the second time of the pseudo game. Therefore, the first pseudo game (effect A) consumes the trigger number "1", the second pseudo game (effect B) consumes the trigger number "2", and the total number of triggers consumed is "3". As a result, the execution of the second pseudo game ends the trigger addition effect (trigger addition stage).
[0272] Also, for example, "Scenario 3" is set so that effect C is executed the first time. That is, in the trigger addition effect based on scenario 3, as shown in Fig. 65, the first pseudo game is set to execute effect C, which requires the operation of the BET button 12, the start lever 13, and the stop button 15. Therefore, a total of "3" triggers are consumed, and only one pseudo game is executed, and then the trigger addition effect (trigger addition stage) ends. Also, for example, "Scenario 8" is set so that effect A is executed from the first to third times. That is, as shown in Figure 65, effect A, which requires the operation of the BET button 12, is executed three times in succession, consuming a total of three triggers, and three pseudo-games are executed, ending the trigger addition effect (trigger addition stage).
[0273] Next, an example of the trigger addition effect (simulated game) will be described. For the purpose of explanation, Figures 66 and 67 show a simplified configuration of the gaming machine (slot machine) 10, and each of the performance images shown is a simplified version of the image that is actually displayed, but in reality, character images, background images, etc. are displayed as moving images on the display unit 17.
[0274] First, an example of the trigger addition effect based on scenario 1 will be explained. In the start game of the trigger addition stage, when the player performs the game start operation, each reel 20 begins to rotate and the first simulated game (effect A) begins, and the display unit 17 displays an effect image corresponding to effect A, an operation image consisting of an image imitating the BET button 12 and a text image saying "Press BET!" to encourage the player to operate the BET button 12 (Figure 66(a)). In this state, when the player operates the BET button 12, the reels 20 will spin in the reverse direction (Fig. 66(b)). After that, the specific symbol (the "white 7" symbol) will automatically stop and be displayed, and the reels 20 will vibrate up and down and enter a temporary stop state. At this time, the first additional trigger number (+10) will be displayed approximately in the center of the display unit 17 (Fig. 66(c)).
[0275] After a predetermined time has elapsed from the state shown in Figure 66(c), each reel 20 begins to rotate and the second simulated game (effect B) begins, and the display unit 17 displays an effect image corresponding to effect B, an operation image consisting of an image imitating a BET button and a text image saying "Press BET!" (Figure 66(d)). In this state, if the player operates the BET button 12, the reels 20 will not rotate in reverse, the specific symbols will not be displayed in a stopped state, and the number of additional triggers will not be notified (FIG. 66(e)).
[0276] After a predetermined time has elapsed from the state shown in Figure 66(e), the display unit 17 displays an operation image consisting of an image resembling a start lever and a text image saying "Hit the lever!" to encourage the player to operate the start lever 13 (Figure 66(f)). In this state, when the player operates the start lever 13, the reels 20 will rotate in the reverse direction (Fig. 66(g)). After that, the specific symbol (the "red 7" symbol) will automatically stop and be displayed, and the reels 20 will vibrate up and down and enter a temporary stop state. At this time, the second additional trigger number (+15) will be displayed approximately in the center of the display unit 17 (Fig. 66(h)), and the effect will end.
[0277] In this way, an operation presentation requiring a player's operation is executed, and when the corresponding operation means is operated, the number of additional triggers is divided and notified. This gives the player the impression that he has won the additional trigger number lottery multiple times and the trigger number has been added multiple times, thereby increasing the player's interest in the game.
[0278] Next, an example of the trigger addition effect based on scenario 3 will be explained. In the start game of the trigger addition stage, when the player performs the game start operation, each reel 20 begins to rotate and the first simulated game (effect C) begins, and the display unit 17 displays an effect image corresponding to effect C, an operation image consisting of an image imitating the BET button 12 and a text image saying "Press BET!" to encourage the player to operate the BET button 12 (Figure 67(a)). In this state, if the player operates the BET button 12, the reels 20 will not rotate in reverse, the specific symbols will not be displayed in a stopped state, and the number of additional triggers will not be notified (FIG. 67(b)).
[0279] After a predetermined time has elapsed from the state shown in Figure 67(b), the display unit 17 displays an operation image consisting of an image resembling a start lever and a text image saying "Hit the lever!" to encourage the player to operate the start lever 13 (Figure 67(c)). In this state, even if the player operates the start lever 13, the reel 20 will not rotate in reverse, the specific symbol will not be displayed in a stopped state, and the number of additional triggers will not be notified (Figure 67(d)). After a predetermined time has elapsed from the state shown in Figure 67(d), the display unit 17 displays an operation image consisting of an image resembling a stop button and a text image of "Press the stop button!" encouraging the user to operate the stop button 15 (Figure 67(e)). In this state, when the player operates the stop button 15, the reels 20 will rotate in the reverse direction (Fig. 67(f)). After that, the specific symbol (the "Blue 7" symbol) will stop and the reels 20 will vibrate up and down and enter a temporary stop state. At this time, the first additional trigger number (+25) will be displayed approximately in the center of the display unit 17 (Fig. 67(g)), and the effect will end.
[0280] In this way, the trigger addition effect is executed by the simulated game, and continues during the simulated game until the number of triggers reaches a predetermined number, at which point it ends. In addition, in the trigger addition effect, an operation effect requiring a player's operation is executed during each effect (simulated game), and the number of added triggers can be notified at the timing when the last operation effect is executed. For example, in the case of effect C, the number of added triggers is notified based on the reel 20 being temporarily stopped at the timing when the last operation effect requiring the operation of the stop button 15 is executed (see FIG. 67). Therefore, the number of additional triggers notified varies in size depending on the number of operations (trigger number) performed on the operating means by the player. This can increase the excitement of the game and the player's expectations.
[0281] In addition, the number of additional triggers is set to differ depending on the type of specific symbol that is stopped and displayed. For example, if the number of additional triggers is "10 or less," there is a high probability that the "white 7" symbols will line up and stop, if it is "15 to 20," there is a high probability that the "red 7" symbols will line up and stop, and if it is "25 or more," there is a high probability that the "blue 7" symbols will line up and stop. Therefore, the player can predict the number of additional triggers depending on the type of specific symbol that is stopped and displayed, and can play with a sense of expectation.
[0282] In addition, in the trigger addition effect, as shown in Figure 64, if "Scenario 7" is selected, effect B is executed twice in succession, and if "Scenario 8" is selected, effect A is executed three times in succession. That is, when "Scenario 7" or "Scenario 8" is selected, the same number of triggers will be consumed during multiple consecutive effects (simulated games). Also, as shown in Figure 63, when "Scenario 7" or "Scenario 8" is selected, a larger number of additional triggers will be announced compared to when other scenarios are selected. Therefore, the player can play the game in the hope that the number of operations (number of triggers) on the operating means during each performance (simulated game) will be the same number consecutively, which increases the player's interest in the game.
[0283] As described above, in variant example 2 of the third embodiment, the special stages, the difference number addition stage and the trigger addition stage, are managed by the number of operations (triggers) on the operating means required for one game, and can continue until the trigger number reaches the end value. This prevents the game from becoming monotonous, since the game does not progress with a fixed performance in each game, as compared with a game number management type AT in which one game is always consumed in one play. Furthermore, compared to a difference number management type AT in which the game progresses by consuming the number of payouts paid out in one game, the number of triggers consumed does not change regardless of the number of payouts, so even if the number of payouts for one game continues to exceed the number of bets, the AT state can be prevented from ending immediately. In this way, the gaming machine 10 according to this embodiment has a novel gaming feature that has not been seen before, and can increase the enjoyment of the game. Furthermore, in the gaming machine 10 according to this modified example that includes the difference number addition stage and the trigger addition stage, it is possible to obtain the same effects as in the above-described embodiment.
[0284] In addition, in a trigger number management type AT, if all operating means are used in one game, the number of triggers consumed can be "5" (second number), and in the next game if a replay role or cherry role (replay role) is won, the number of triggers consumed can be "4" (first number). This prevents the game from progressing with the same performance every game, thereby preventing the game from becoming monotonous.
[0285] Furthermore, the trigger addition stage among the special stages continues until the number of triggers reaches a predetermined number during the execution of the pseudo game, and can be ended when that number is reached. In addition, in the pseudo game, after the reel 20 is temporarily stopped, an additional trigger number can be notified. In this way, even during simulated play, the game is provided with a novel gameplay that has never been seen before, which can increase the interest in the game.
[0286] The second modification of the third embodiment may be modified as follows. In the above explanation, when the number of triggers during a pseudo game reaches a predetermined number, the trigger addition effect is continued until the effect currently being executed (pseudo game) ends, but this is not limited to this, and the trigger addition effect may be ended when the number of triggers during a pseudo game reaches a predetermined number. For example, in the case of a trigger addition effect based on Scenario 7, the trigger addition effect may be ended when the effect of operating the BET button for the second pseudo game (effect B) is performed.
[0287] In addition, in the above explanation, the difference number addition stage and trigger addition stage among the special stages were described as trigger number management type AT, but this is not limited to this, and the CZ stage and other game states may also be managed by the trigger number. Also, in the difference number addition stage, probability states such as a normal probability state, a high probability state, and an ultra-high probability state may be provided, and an operation means that does not subtract according to the probability state may be provided. For example, in the high probability state, subtraction may not be performed by operating the start lever 13, and in the ultra-high probability state, subtraction may not be performed by operating the BET button 12 and the start lever 13. Furthermore, in the trigger addition effects, effect A is an operation effect that requires operation of the BET button 12, effect B is an operation effect that requires operation of the BET button 12 and the start lever 13, and effect C is an operation effect that requires operation of the BET button 12, the start lever 13, and the stop button 15, but the types and number of operation means used are not limited to those described above and can be set arbitrarily.
[0288] As explained above, the present invention comprises a game state control means (main control unit 25b) capable of control between a first game state (non-AT state (e.g., normal stage)) and a second game state (AT state (e.g., special stage)) that is more advantageous than the first game state, a zone control means (main control unit 25b) capable of control between a normal zone and an advantageous zone, a notification means (display unit 17) capable of notifying game result information regarding the game result in the second game state, and a presentation control means (sub-control unit 26b) capable of executing presentations regarding the transition of the game state, and the game state control means is capable of executing specific control to transition from the second game state to the first game state when controlled from the advantageous zone to the normal zone by the zone control means, and the notification means is configured to be able to notify game result information (game result 65) when controlled to the advantageous zone by the zone control means in the normal zone and first game state to which transition has been made by executing the specific control.
[0289] By having such a configuration, the gaming machine 10 of the present invention does not notify the game results of the second game state (AT state) that was controlled immediately before in the normal zone and first game state (non-AT state) to which it has transitioned due to the execution of specific control, during the period until it is controlled to the advantageous zone, but can notify the game results when it is controlled to the advantageous zone. As a result, for example, when transitioning from AT state (advantageous zone) → non-AT state → (normal zone) → AT state (advantageous zone), the game result of the AT state is not announced immediately after the end of the first AT state, so even though the transition from the first AT state to the non-AT state has occurred, it can appear as if the first AT state has not ended and is continuing. Therefore, the player can play the game with the expectation that the second gaming state (AT state) will continue, which can increase the player's interest in the game. In addition, it is possible to make it appear as if more than a predetermined number of game values have been acquired in one AT state, making it appear as if there is a difference in the number of game values acquired compared to other players (number of game values acquired in one AT state), giving the player a sense of superiority in terms of how much game value they have acquired in one AT state.
[0290] On the other hand, Patent Document 1 discloses a gaming machine in which the AT state (advantageous zone) ends when a predetermined number of game values (for example, 3,000 coins) is acquired during the AT state (advantageous zone). Conventionally, there have been gaming machines that notify the player of the results of the previous AT state immediately after the AT state (advantageous zone) ends. In such gaming machines, when the results of the game are notified, the player recognizes that the AT state has ended, and so there is a risk that the player will not have any anticipation for the next AT state, which could result in a decrease in interest. In addition, in recent years, players have been demanding various gameplay features from gaming machines. For example, there are players who want to brag about how much gaming value they have gained in one AT state. However, in the gaming machine described in the above patent document, the number of winnings in one AT state is limited, making it difficult for the number of winnings to differ from that of other players, and it does not meet the needs of players. In this way, the gaming machine 10 of this embodiment can solve all or part of the problems that need to be improved in conventional gaming machines.
[0291] The above describes a preferred embodiment of the gaming machine of the present invention, but it goes without saying that the gaming machine of the present invention is not limited to the above-mentioned embodiment, and various modifications can be made within the scope of the present invention. The configurations of the above-described embodiment and the configurations of the modified embodiments described below can be used in appropriate combinations, but detailed description thereof will be omitted.
[0292] In the embodiment, the control unit of the main control board performed operations as various means such as game status control means, but the control unit of the sub-control board can also perform some or all of these operations, and the control unit of the sub-control board can also operate as various means. Conversely, the control unit of the main control board may perform some or all of the operations that the control unit of the sub-control board performs as various means, and the control unit of the main control board may operate as various means. That is, the slot machine may divide various functions into two control units according to the specifications, etc., and may be provided with a memory unit corresponding to each control unit. Also, the two control units and two memory units may be one control unit and one memory unit, respectively.
[0293] In addition, in the embodiment, the gaming machine is a slot machine, but is not limited to this, and may be, for example, a pachinko (for example, a ball slot) or other gaming machine. The gaming machine may also be a so-called enclosed gaming machine that can execute games using pseudo gaming media in the form of data, without using actual gaming media such as medals or gaming balls.
[0294] Furthermore, in the first embodiment, an example was shown in which the normal stage to which the player transitions after the AT stage ends is controlled to an advantageous zone by passing through a result stage or the like, but this is not limited to this. The normal stage to which the player transitions after the AT stage ends may be controlled to a normal zone. Even in this case, the game in the normal stage can be easily controlled from the normal zone to an advantageous zone by winning a winning combination other than a losing combination.
[0295] In addition, in the embodiment, the values that can be used to manage the AT state are the difference in number of coins, the number of games, and the number of triggers, but this is not limited to these, and they can also be, for example, the number of Bernavis, the number of small wins, the number of medals won, the number of medals paid out, etc.
[0296] In addition, a vibration means may be provided on the front door 10a that vibrates the front door 10a by activating a motor, speaker, etc., and the vibration means may be activated at a predetermined time during each performance to increase the player's sense of anticipation. In addition, a fan means for blowing air toward the player may be provided on the front door 10a, and the fan means may be activated at a predetermined time during each performance to heighten the player's sense of anticipation.
[0297] Furthermore, the various tables referenced in each process are merely examples, and are not limited to the tables described above. Furthermore, the winning probabilities and information related to the various tables are not limited to those described above, and any numerical values and information can be set.
[0298] In addition, in this embodiment, the reels 20 driven and controlled by a motor are used as the variable display means, but instead of or in addition to this, the display unit 17 such as a liquid crystal display can be made to display an image of a changing pattern on the reels, etc., so that the display can be used as the variable display means for the identification information. [Explanation of symbols]
[0299] 10: Gaming machines 13: Start lever 15 (15L, 15C, 15R): Stop button 17: Display section 20 (20L, 20C, 20R): Reel 25: Main control board 25b: Main control unit 26: Sub-control board 26b: Sub-control unit
Claims
1. A determination means capable of determining a winning combination; an operating means operable by a player; A variable display means capable of stopping and displaying the variable displaying identification information in a specific manner when a specific combination is determined by the determination means and the operation means is operated in a specific manner; a game state control means for controlling the first game state to a second game state advantageous to a player when a special condition is established; In the second gaming state, a counting means capable of counting the difference gaming value number; an adding means for adding a predetermined difference in game value to the difference in game value counted by the counting means when a specific condition is established after the first game state and the special condition is established; Equipped with The special conditions are: The condition can be met when the number of times that the identification information is statically displayed in a specific manner on the variable display means reaches a specific number of times, which is a plurality of times. The counting means When the predetermined difference game value number is added by the adding means, in the second gaming state, it is possible to count an added difference game value number, which is the difference game value number after the predetermined difference game value number is added, The game state control means In the second gaming state, when the added difference gaming value number reaches the ending difference gaming value number, the second gaming state can be ended. A gaming machine characterized by:
2. A determination means capable of determining a winning combination; an operating means operable by a player; A variable display means capable of stopping and displaying the variable displaying identification information in a specific manner when a specific combination is determined by the determination means and the operation means is operated in a specific manner; a game state control means for controlling the first game state to a second game state advantageous to a player when a special condition is established; In the second gaming state, when the specific combination is determined by the determination means, a notification means capable of notifying specific information regarding the specific mode; In the second gaming state, when a special combination is determined by the determining means, a granting means is capable of granting a benefit related to the notification of the specific information; Equipped with The special conditions are: The condition can be met when the number of times that the identification information is statically displayed in a specific manner on the variable display means reaches a specific number of times, which is a plurality of times. The variable display means When the specific combination is determined by the determination means and the operation means is operated in a non-specific manner, the variable display of the identification information can be stopped in a non-specific manner, The notification means In the first gaming state, When the benefit is granted by the granting means, the specific information can be notified, If the benefit is not granted by the granting means, the specific information cannot be notified. A gaming machine characterized by:
3. A determination means capable of determining a winning combination; an operating means operable by a player; A variable display means capable of stopping and displaying the variable displaying identification information in a specific manner when a specific combination is determined by the determination means and the operation means is operated in a specific manner; a game state control means for controlling the first game state to a second game state advantageous to a player when a special condition is established; When the specific role is determined by the determining means, a notifying means capable of notifying specific information regarding the specific mode; a determination means for determining whether to transition to the second gaming state; Equipped with The special conditions are: The condition can be met when the number of times that the identification information is statically displayed in a specific manner on the variable display means reaches a specific number of times, which is a plurality of times. The game state control means After the third gaming state is ended, the fourth gaming state can be controlled. When the determination means determines that the game should be transitioned to the second game state, the game can be controlled to the second game state after the fourth game state is ended, The third gaming state is a game state that can be ended when the specific information is notified by the notification means a predetermined number of times; The fourth gaming state is a gaming state in which the specific information is not notified by the notifying means; A gaming machine characterized by:
Citation Information
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